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https://github.com/Armored-Dragon/overte.git
synced 2025-03-11 16:13:16 +01:00
fix backwards HUD in mirror mode
This commit is contained in:
parent
03b46c5e62
commit
046e5ca716
11 changed files with 69 additions and 16 deletions
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@ -418,6 +418,19 @@ void OpenGLDisplayPlugin::customizeContext() {
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_hudPipeline = gpu::Pipeline::create(program, state);
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}
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{
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auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS();
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auto ps = gpu::StandardShaderLib::getDrawTextureMirroredXPS();
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gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
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gpu::Shader::makeProgram(*program);
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gpu::StatePointer state = gpu::StatePointer(new gpu::State());
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state->setDepthTest(gpu::State::DepthTest(false));
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state->setBlendFunction(true,
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gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA,
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gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
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_mirrorHUDPipeline = gpu::Pipeline::create(program, state);
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}
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{
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auto vs = gpu::StandardShaderLib::getDrawTransformUnitQuadVS();
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auto ps = gpu::StandardShaderLib::getDrawTexturePS();
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@ -438,6 +451,7 @@ void OpenGLDisplayPlugin::uncustomizeContext() {
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_presentPipeline.reset();
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_cursorPipeline.reset();
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_hudPipeline.reset();
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_mirrorHUDPipeline.reset();
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_compositeFramebuffer.reset();
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withPresentThreadLock([&] {
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_currentFrame.reset();
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@ -562,11 +576,11 @@ void OpenGLDisplayPlugin::updateFrameData() {
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});
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}
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std::function<void(gpu::Batch&, const gpu::TexturePointer&)> OpenGLDisplayPlugin::getHUDOperator() {
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return [this](gpu::Batch& batch, const gpu::TexturePointer& hudTexture) {
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std::function<void(gpu::Batch&, const gpu::TexturePointer&, bool mirror)> OpenGLDisplayPlugin::getHUDOperator() {
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return [this](gpu::Batch& batch, const gpu::TexturePointer& hudTexture, bool mirror) {
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if (_hudPipeline) {
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batch.enableStereo(false);
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batch.setPipeline(_hudPipeline);
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batch.setPipeline(mirror ? _mirrorHUDPipeline : _hudPipeline);
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batch.setResourceTexture(0, hudTexture);
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if (isStereo()) {
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for_each_eye([&](Eye eye) {
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@ -95,7 +95,7 @@ protected:
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virtual QThread::Priority getPresentPriority() { return QThread::HighPriority; }
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virtual void compositeLayers();
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virtual void compositeScene();
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virtual std::function<void(gpu::Batch&, const gpu::TexturePointer&)> getHUDOperator();
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virtual std::function<void(gpu::Batch&, const gpu::TexturePointer&, bool mirror)> getHUDOperator();
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virtual void compositePointer();
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virtual void compositeExtra() {};
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@ -140,6 +140,8 @@ protected:
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gpu::Frame* _lastFrame { nullptr };
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gpu::FramebufferPointer _compositeFramebuffer;
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gpu::PipelinePointer _hudPipeline;
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gpu::PipelinePointer _mirrorHUDPipeline;
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gpu::ShaderPointer _mirrorHUDPS;
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gpu::PipelinePointer _simplePipeline;
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gpu::PipelinePointer _presentPipeline;
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gpu::PipelinePointer _cursorPipeline;
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@ -419,9 +419,9 @@ void HmdDisplayPlugin::HUDRenderer::updatePipeline() {
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}
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}
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std::function<void(gpu::Batch&, const gpu::TexturePointer&)> HmdDisplayPlugin::HUDRenderer::render(HmdDisplayPlugin& plugin) {
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std::function<void(gpu::Batch&, const gpu::TexturePointer&, bool mirror)> HmdDisplayPlugin::HUDRenderer::render(HmdDisplayPlugin& plugin) {
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updatePipeline();
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return [this](gpu::Batch& batch, const gpu::TexturePointer& hudTexture) {
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return [this](gpu::Batch& batch, const gpu::TexturePointer& hudTexture, bool mirror) {
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if (pipeline) {
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batch.setPipeline(pipeline);
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@ -436,7 +436,11 @@ std::function<void(gpu::Batch&, const gpu::TexturePointer&)> HmdDisplayPlugin::H
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batch.setUniformBuffer(uniformsLocation, uniformsBuffer);
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auto compositorHelper = DependencyManager::get<CompositorHelper>();
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batch.setModelTransform(compositorHelper->getUiTransform());
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glm::mat4 modelTransform = compositorHelper->getUiTransform();
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if (mirror) {
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modelTransform = glm::scale(modelTransform, glm::vec3(-1, 1, 1));
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}
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batch.setModelTransform(modelTransform);
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batch.setResourceTexture(0, hudTexture);
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batch.drawIndexed(gpu::TRIANGLES, indexCount);
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@ -468,7 +472,7 @@ void HmdDisplayPlugin::compositePointer() {
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});
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}
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std::function<void(gpu::Batch&, const gpu::TexturePointer&)> HmdDisplayPlugin::getHUDOperator() {
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std::function<void(gpu::Batch&, const gpu::TexturePointer&, bool mirror)> HmdDisplayPlugin::getHUDOperator() {
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return _hudRenderer.render(*this);
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}
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@ -53,7 +53,7 @@ protected:
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bool internalActivate() override;
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void internalDeactivate() override;
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std::function<void(gpu::Batch&, const gpu::TexturePointer&)> getHUDOperator() override;
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std::function<void(gpu::Batch&, const gpu::TexturePointer&, bool mirror)> getHUDOperator() override;
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void compositePointer() override;
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void internalPresent() override;
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void customizeContext() override;
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@ -116,6 +116,6 @@ private:
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void build();
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void updatePipeline();
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std::function<void(gpu::Batch&, const gpu::TexturePointer&)> render(HmdDisplayPlugin& plugin);
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std::function<void(gpu::Batch&, const gpu::TexturePointer&, bool mirror)> render(HmdDisplayPlugin& plugin);
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} _hudRenderer;
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};
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22
libraries/gpu/src/gpu/DrawTextureMirroredX.slf
Normal file
22
libraries/gpu/src/gpu/DrawTextureMirroredX.slf
Normal file
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@ -0,0 +1,22 @@
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<@include gpu/Config.slh@>
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<$VERSION_HEADER$>
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// Generated on <$_SCRIBE_DATE$>
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//
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// Draw texture 0 fetched at (1.0 - texcoord.x, texcoord.y)
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//
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// Created by Sam Gondelman on 10/24/2017
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// Copyright 2017 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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uniform sampler2D colorMap;
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in vec2 varTexCoord0;
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out vec4 outFragColor;
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void main(void) {
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outFragColor = texture(colorMap, vec2(1.0 - varTexCoord0.x, varTexCoord0.y));
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}
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@ -23,6 +23,7 @@ const char DrawNada_frag[] = "void main(void) {}"; // DrawNada is really simple.
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#include "DrawWhite_frag.h"
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#include "DrawTexture_frag.h"
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#include "DrawTextureMirroredX_frag.h"
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#include "DrawTextureOpaque_frag.h"
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#include "DrawColoredTexture_frag.h"
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@ -37,6 +38,7 @@ ShaderPointer StandardShaderLib::_drawTransformVertexPositionVS;
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ShaderPointer StandardShaderLib::_drawNadaPS;
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ShaderPointer StandardShaderLib::_drawWhitePS;
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ShaderPointer StandardShaderLib::_drawTexturePS;
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ShaderPointer StandardShaderLib::_drawTextureMirroredXPS;
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ShaderPointer StandardShaderLib::_drawTextureOpaquePS;
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ShaderPointer StandardShaderLib::_drawColoredTexturePS;
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StandardShaderLib::ProgramMap StandardShaderLib::_programs;
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@ -130,6 +132,13 @@ ShaderPointer StandardShaderLib::getDrawTexturePS() {
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return _drawTexturePS;
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}
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ShaderPointer StandardShaderLib::getDrawTextureMirroredXPS() {
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if (!_drawTextureMirroredXPS) {
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_drawTextureMirroredXPS = gpu::Shader::createPixel(std::string(DrawTextureMirroredX_frag));
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}
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return _drawTextureMirroredXPS;
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}
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ShaderPointer StandardShaderLib::getDrawTextureOpaquePS() {
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if (!_drawTextureOpaquePS) {
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_drawTextureOpaquePS = gpu::Shader::createPixel(std::string(DrawTextureOpaque_frag));
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@ -47,6 +47,7 @@ public:
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static ShaderPointer getDrawWhitePS();
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static ShaderPointer getDrawTexturePS();
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static ShaderPointer getDrawTextureMirroredXPS();
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static ShaderPointer getDrawTextureOpaquePS();
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static ShaderPointer getDrawColoredTexturePS();
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@ -67,6 +68,7 @@ protected:
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static ShaderPointer _drawNadaPS;
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static ShaderPointer _drawWhitePS;
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static ShaderPointer _drawTexturePS;
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static ShaderPointer _drawTextureMirroredXPS;
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static ShaderPointer _drawTextureOpaquePS;
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static ShaderPointer _drawColoredTexturePS;
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@ -35,8 +35,8 @@ void DisplayPlugin::waitForPresent() {
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}
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}
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std::function<void(gpu::Batch&, const gpu::TexturePointer&)> DisplayPlugin::getHUDOperator() {
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std::function<void(gpu::Batch&, const gpu::TexturePointer&)> hudOperator;
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std::function<void(gpu::Batch&, const gpu::TexturePointer&, bool mirror)> DisplayPlugin::getHUDOperator() {
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std::function<void(gpu::Batch&, const gpu::TexturePointer&, bool mirror)> hudOperator;
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{
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QMutexLocker locker(&_presentMutex);
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hudOperator = _hudOperator;
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@ -204,7 +204,7 @@ public:
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void waitForPresent();
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std::function<void(gpu::Batch&, const gpu::TexturePointer&)> getHUDOperator();
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std::function<void(gpu::Batch&, const gpu::TexturePointer&, bool mirror)> getHUDOperator();
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static const QString& MENU_PATH();
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@ -218,7 +218,7 @@ protected:
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gpu::ContextPointer _gpuContext;
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std::function<void(gpu::Batch&, const gpu::TexturePointer&)> _hudOperator { std::function<void(gpu::Batch&, const gpu::TexturePointer&)>() };
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std::function<void(gpu::Batch&, const gpu::TexturePointer&, bool mirror)> _hudOperator { std::function<void(gpu::Batch&, const gpu::TexturePointer&, bool mirror)>() };
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private:
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QMutex _presentMutex;
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@ -441,7 +441,7 @@ void CompositeHUD::run(const RenderContextPointer& renderContext) {
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// Grab the HUD texture
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gpu::doInBatch(renderContext->args->_context, [&](gpu::Batch& batch) {
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if (renderContext->args->_hudOperator) {
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renderContext->args->_hudOperator(batch, renderContext->args->_hudTexture);
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renderContext->args->_hudOperator(batch, renderContext->args->_hudTexture, renderContext->args->_renderMode == RenderArgs::RenderMode::MIRROR_RENDER_MODE);
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}
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});
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}
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@ -122,7 +122,7 @@ namespace render {
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render::ScenePointer _scene;
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int8_t _cameraMode { -1 };
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std::function<void(gpu::Batch&, const gpu::TexturePointer&)> _hudOperator;
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std::function<void(gpu::Batch&, const gpu::TexturePointer&, bool mirror)> _hudOperator;
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gpu::TexturePointer _hudTexture;
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};
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