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https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
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Render the scene to a target texture for the stereo rendering filter, ref #43
--HG-- branch : multipass-stereo
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7766116494
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c5c6f7c871
7 changed files with 49 additions and 37 deletions
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@ -83,7 +83,7 @@ public:
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// If window size exceeds 256*256 the textures used to apply blur are reinitialized with
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// 256*256 size. If a dimension is less than 256, the texture is initialized with the nearer
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// power of 2, lower than this window dimension.
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void initBloom(UTexture &renderTarget);
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void initBloom(UTexture *renderTarget);
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void initBloom();
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// Called at the end of renderAll method in the main loop, recover stretched texture, apply
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@ -124,7 +124,7 @@ public:
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/// Returns non-NULL if a new render target was set
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virtual UTexture *beginRenderTarget(bool set) = 0;
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/// Returns true if a render target was fully drawn
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virtual bool endRenderTarget(bool unset) = 0;
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virtual bool endRenderTarget() = 0;
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static const char *getLibraryName(CStereoDeviceInfo::TStereoDeviceLibrary library);
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static void listDevices(std::vector<CStereoDeviceInfo> &devicesOut);
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@ -111,7 +111,7 @@ public:
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/// Returns non-NULL if a new render target was set, always NULL if not using render targets
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virtual UTexture *beginRenderTarget(bool set);
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/// Returns true if a render target was fully drawn, always false if not using render targets
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virtual bool endRenderTarget(bool unset);
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virtual bool endRenderTarget();
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/// Get the HMD orientation
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@ -273,16 +273,15 @@ void CBloomEffect::initTexture(CSmartPtr<ITexture> & tex, bool isMode2D, uint32
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void CBloomEffect::initBloom()
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{
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CTextureUser cu;
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initBloom(cu);
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initBloom(NULL);
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}
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void CBloomEffect::initBloom(UTexture &renderTarget) // clientcfg
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void CBloomEffect::initBloom(UTexture *renderTarget) // clientcfg
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{
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if(!((CDriverUser *)_Driver)->getDriver()->supportBloomEffect())
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return;
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m_UserRenderTarget = dynamic_cast<CTextureUser &>(renderTarget).getITexture();
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m_UserRenderTarget = renderTarget ? dynamic_cast<CTextureUser *>(renderTarget)->getITexture() : NULL;
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// don't activate bloom when PolygonMode is different from Filled
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if (_Driver->getPolygonMode() != UDriver::Filled) return;
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@ -163,7 +163,7 @@ public:
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OVR::HMDInfo HMDInfo;
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};
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CStereoOVR::CStereoOVR(const CStereoOVRDeviceHandle *handle) : m_Stage(0), m_SubStage(0), m_OrientationCached(false), m_BarrelTexU(NULL)
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CStereoOVR::CStereoOVR(const CStereoOVRDeviceHandle *handle) : m_Stage(0), m_SubStage(0), m_OrientationCached(false), m_Driver(NULL), m_BarrelTexU(NULL)
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{
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++s_DeviceCounter;
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m_DevicePtr = new CStereoOVRDevicePtr();
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@ -453,7 +453,7 @@ UTexture *CStereoOVR::beginRenderTarget(bool set)
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{
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// render target always set before driver clear
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// nlassert(m_SubStage <= 1);
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if (m_Stage == 1)
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if (m_Driver && m_Stage == 1)
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{
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if (set)
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{
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@ -465,17 +465,19 @@ UTexture *CStereoOVR::beginRenderTarget(bool set)
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}
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/// Returns true if a render target was fully drawn
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bool CStereoOVR::endRenderTarget(bool unset)
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bool CStereoOVR::endRenderTarget()
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{
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// after rendering of course
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// nlassert(m_SubStage > 1);
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if (m_Stage == 4)
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if (m_Driver && m_Stage == 4)
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{
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if (unset)
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{
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CTextureUser cu;
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(static_cast<CDriverUser *>(m_Driver))->setRenderTarget(cu);
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}
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CTextureUser cu;
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(static_cast<CDriverUser *>(m_Driver))->setRenderTarget(cu);
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m_Driver->setMatrixMode2D11();
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m_Driver->setViewport(CViewport());
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m_Driver->drawQuad(m_BarrelQuad, m_BarrelMat);
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return true;
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}
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return false;
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@ -113,10 +113,14 @@ void initCamera()
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{
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nlinfo("Create VR stereo display device");
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StereoDisplay = IStereoDisplay::createDevice(*deviceInfo);
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if (deviceInfo->Class == CStereoDeviceInfo::StereoHMD)
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if (StereoDisplay)
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{
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nlinfo("Stereo display device is a HMD");
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StereoHMD = static_cast<IStereoHMD *>(StereoDisplay);
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if (deviceInfo->Class == CStereoDeviceInfo::StereoHMD)
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{
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nlinfo("Stereo display device is a HMD");
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StereoHMD = static_cast<IStereoHMD *>(StereoDisplay);
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}
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StereoDisplay->setDriver(Driver); // move after driver creation, move stereodisplay before driver creation
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}
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}
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IStereoDisplay::releaseUnusedLibraries();
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@ -212,7 +216,7 @@ void releaseSky()
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// -- -- random note: update and render makes more sense than animate and update
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void animateSky(double dt)
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{
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Clouds->anim(dt);
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if (!StereoDisplay) Clouds->anim(dt);
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}
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// this is actually render
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@ -736,26 +736,28 @@ void loopIngame()
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{
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uint i = 0;
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uint bloomStage = 0;
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while ((!StereoHMD && i == 0) || (StereoHMD && StereoHMD->nextPass()))
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while ((!StereoDisplay && i == 0) || (StereoDisplay && StereoDisplay->nextPass()))
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{
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++i;
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if (StereoHMD)
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if (StereoDisplay)
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{
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const CViewport &vp = StereoHMD->getCurrentViewport();
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const CViewport &vp = StereoDisplay->getCurrentViewport();
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Driver->setViewport(vp);
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Scene->setViewport(vp);
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SkyScene->setViewport(vp);
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StereoHMD->getCurrentFrustum(0, &Camera);
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StereoHMD->getCurrentFrustum(0, &SkyCamera);
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StereoHMD->getCurrentMatrix(0, &Camera);
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StereoDisplay->getCurrentFrustum(0, &Camera);
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StereoDisplay->getCurrentFrustum(0, &SkyCamera);
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StereoDisplay->getCurrentMatrix(0, &Camera);
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}
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if (!StereoHMD || StereoHMD->wantClear())
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if (!StereoDisplay || StereoDisplay->wantClear())
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{
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NL3D::UTexture *rt = StereoDisplay ? StereoDisplay->beginRenderTarget(!s_EnableBloom) : NULL;
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if (s_EnableBloom)
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{
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nlassert(bloomStage == 0);
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CBloomEffect::instance().initBloom(); // start bloom effect (just before the first scene element render)
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CBloomEffect::instance().initBloom(/*rt*/); // start bloom effect (just before the first scene element render)
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bloomStage = 1;
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}
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@ -763,7 +765,7 @@ void loopIngame()
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Driver->clearBuffers(CRGBA(0, 0, 127)); // clear all buffers, if you see this blue there's a problem with scene rendering
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}
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if (!StereoHMD || StereoHMD->wantScene())
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if (!StereoDisplay || StereoDisplay->wantScene())
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{
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// 02. Render Sky (sky scene)
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updateSky(); // Render the sky scene before the main scene
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@ -772,17 +774,17 @@ void loopIngame()
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Scene->render(); // Render
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// 05. Render Effects (flare)
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if (!StereoHMD) updateLensFlare(); // Render the lens flare (left eye stretched with stereo...)
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if (!StereoDisplay) updateLensFlare(); // Render the lens flare (left eye stretched with stereo...)
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}
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if (!StereoHMD || StereoHMD->wantInterface3D())
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if (!StereoDisplay || StereoDisplay->wantInterface3D())
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{
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if (s_EnableBloom && bloomStage == 1)
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{
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// End the actual bloom effect visible in the scene.
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if (StereoHMD) Driver->setViewport(NL3D::CViewport());
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if (StereoDisplay) Driver->setViewport(NL3D::CViewport());
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CBloomEffect::instance().endBloom();
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if (StereoHMD) Driver->setViewport(StereoHMD->getCurrentViewport());
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if (StereoDisplay) Driver->setViewport(StereoDisplay->getCurrentViewport());
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bloomStage = 2;
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}
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@ -790,14 +792,14 @@ void loopIngame()
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// ...
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}
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if (!StereoHMD || StereoHMD->wantInterface2D())
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if (!StereoDisplay || StereoDisplay->wantInterface2D())
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{
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if (s_EnableBloom && bloomStage == 2)
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{
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// End bloom effect system after drawing the 3d interface (z buffer related).
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if (StereoHMD) Driver->setViewport(NL3D::CViewport());
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if (StereoDisplay) Driver->setViewport(NL3D::CViewport());
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CBloomEffect::instance().endInterfacesDisplayBloom();
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if (StereoHMD) Driver->setViewport(StereoHMD->getCurrentViewport());
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if (StereoDisplay) Driver->setViewport(StereoDisplay->getCurrentViewport());
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bloomStage = 0;
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}
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@ -810,11 +812,16 @@ void loopIngame()
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renderEntitiesNames(); // Render the name on top of the other players
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updateInterface(); // Update interface
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renderInformation();
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if (!StereoHMD) update3dLogo(); // broken with stereo
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if (!StereoDisplay) update3dLogo(); // broken with stereo
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// 08. Render Debug (stuff for dev)
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// ...
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}
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if (StereoDisplay)
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{
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StereoDisplay->endRenderTarget();
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}
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}
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// 09. Render Buffer
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