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

--HG--
branch : multipass-stereo
hg/feature/sound
kaetemi 12 years ago
parent 7766116494
commit c5c6f7c871

@ -83,7 +83,7 @@ public:
// 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
// power of 2, lower than this window dimension.
void initBloom(UTexture &renderTarget);
void initBloom(UTexture *renderTarget);
void initBloom();
// Called at the end of renderAll method in the main loop, recover stretched texture, apply

@ -124,7 +124,7 @@ public:
/// Returns non-NULL if a new render target was set
virtual UTexture *beginRenderTarget(bool set) = 0;
/// 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 void listDevices(std::vector<CStereoDeviceInfo> &devicesOut);

@ -111,7 +111,7 @@ public:
/// Returns non-NULL if a new render target was set, always NULL if not using render targets
virtual UTexture *beginRenderTarget(bool set);
/// 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

@ -273,16 +273,15 @@ void CBloomEffect::initTexture(CSmartPtr<ITexture> & tex, bool isMode2D, uint32
void CBloomEffect::initBloom()
{
CTextureUser cu;
initBloom(cu);
initBloom(NULL);
}
void CBloomEffect::initBloom(UTexture &renderTarget) // clientcfg
void CBloomEffect::initBloom(UTexture *renderTarget) // clientcfg
{
if(!((CDriverUser *)_Driver)->getDriver()->supportBloomEffect())
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
if (_Driver->getPolygonMode() != UDriver::Filled) return;

@ -163,7 +163,7 @@ public:
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;
m_DevicePtr = new CStereoOVRDevicePtr();
@ -453,7 +453,7 @@ UTexture *CStereoOVR::beginRenderTarget(bool set)
{
// render target always set before driver clear
// nlassert(m_SubStage <= 1);
if (m_Stage == 1)
if (m_Driver && m_Stage == 1)
{
if (set)
{
@ -465,17 +465,19 @@ UTexture *CStereoOVR::beginRenderTarget(bool set)
}
/// Returns true if a render target was fully drawn
bool CStereoOVR::endRenderTarget(bool unset)
bool CStereoOVR::endRenderTarget()
{
// after rendering of course
// nlassert(m_SubStage > 1);
if (m_Stage == 4)
if (m_Driver && m_Stage == 4)
{
if (unset)
{
CTextureUser cu;
(static_cast<CDriverUser *>(m_Driver))->setRenderTarget(cu);
}
CTextureUser 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 false;

@ -113,10 +113,14 @@ void initCamera()
{
nlinfo("Create VR stereo display device");
StereoDisplay = IStereoDisplay::createDevice(*deviceInfo);
if (deviceInfo->Class == CStereoDeviceInfo::StereoHMD)
if (StereoDisplay)
{
nlinfo("Stereo display device is a HMD");
StereoHMD = static_cast<IStereoHMD *>(StereoDisplay);
if (deviceInfo->Class == CStereoDeviceInfo::StereoHMD)
{
nlinfo("Stereo display device is a HMD");
StereoHMD = static_cast<IStereoHMD *>(StereoDisplay);
}
StereoDisplay->setDriver(Driver); // move after driver creation, move stereodisplay before driver creation
}
}
IStereoDisplay::releaseUnusedLibraries();
@ -212,7 +216,7 @@ void releaseSky()
// -- -- random note: update and render makes more sense than animate and update
void animateSky(double dt)
{
Clouds->anim(dt);
if (!StereoDisplay) Clouds->anim(dt);
}
// this is actually render

@ -736,26 +736,28 @@ void loopIngame()
{
uint i = 0;
uint bloomStage = 0;
while ((!StereoHMD && i == 0) || (StereoHMD && StereoHMD->nextPass()))
while ((!StereoDisplay && i == 0) || (StereoDisplay && StereoDisplay->nextPass()))
{
++i;
if (StereoHMD)
if (StereoDisplay)
{
const CViewport &vp = StereoHMD->getCurrentViewport();
const CViewport &vp = StereoDisplay->getCurrentViewport();
Driver->setViewport(vp);
Scene->setViewport(vp);
SkyScene->setViewport(vp);
StereoHMD->getCurrentFrustum(0, &Camera);
StereoHMD->getCurrentFrustum(0, &SkyCamera);
StereoHMD->getCurrentMatrix(0, &Camera);
StereoDisplay->getCurrentFrustum(0, &Camera);
StereoDisplay->getCurrentFrustum(0, &SkyCamera);
StereoDisplay->getCurrentMatrix(0, &Camera);
}
if (!StereoHMD || StereoHMD->wantClear())
if (!StereoDisplay || StereoDisplay->wantClear())
{
NL3D::UTexture *rt = StereoDisplay ? StereoDisplay->beginRenderTarget(!s_EnableBloom) : NULL;
if (s_EnableBloom)
{
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;
}
@ -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
}
if (!StereoHMD || StereoHMD->wantScene())
if (!StereoDisplay || StereoDisplay->wantScene())
{
// 02. Render Sky (sky scene)
updateSky(); // Render the sky scene before the main scene
@ -772,17 +774,17 @@ void loopIngame()
Scene->render(); // Render
// 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)
{
// End the actual bloom effect visible in the scene.
if (StereoHMD) Driver->setViewport(NL3D::CViewport());
if (StereoDisplay) Driver->setViewport(NL3D::CViewport());
CBloomEffect::instance().endBloom();
if (StereoHMD) Driver->setViewport(StereoHMD->getCurrentViewport());
if (StereoDisplay) Driver->setViewport(StereoDisplay->getCurrentViewport());
bloomStage = 2;
}
@ -790,14 +792,14 @@ void loopIngame()
// ...
}
if (!StereoHMD || StereoHMD->wantInterface2D())
if (!StereoDisplay || StereoDisplay->wantInterface2D())
{
if (s_EnableBloom && bloomStage == 2)
{
// 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();
if (StereoHMD) Driver->setViewport(StereoHMD->getCurrentViewport());
if (StereoDisplay) Driver->setViewport(StereoDisplay->getCurrentViewport());
bloomStage = 0;
}
@ -810,11 +812,16 @@ void loopIngame()
renderEntitiesNames(); // Render the name on top of the other players
updateInterface(); // Update interface
renderInformation();
if (!StereoHMD) update3dLogo(); // broken with stereo
if (!StereoDisplay) update3dLogo(); // broken with stereo
// 08. Render Debug (stuff for dev)
// ...
}
if (StereoDisplay)
{
StereoDisplay->endRenderTarget();
}
}
// 09. Render Buffer

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