mirror of
https://github.com/lubosz/overte.git
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Merge pull request #5621 from highfidelity/stereo
New stereo rendering mechanism
This commit is contained in:
commit
66087872a3
44 changed files with 931 additions and 548 deletions
15
cmake/externals/LibOVR/CMakeLists.txt
vendored
15
cmake/externals/LibOVR/CMakeLists.txt
vendored
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@ -5,6 +5,21 @@ set(EXTERNAL_NAME LibOVR)
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string(TOUPPER ${EXTERNAL_NAME} EXTERNAL_NAME_UPPER)
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# These are all provided in order to allow easier testing of both
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# the legacy display plugin and the new windows only plugin on
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# various versions of the SDK, all on windows
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#
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# 0.5 public
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# URL http://static.oculus.com/sdk-downloads/ovr_sdk_win_0.5.0.1.zip
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# URL_MD5 d3fc4c02db9be5ff08af4ef4c97b32f9
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# 0.6 public
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# URL http://static.oculus.com/sdk-downloads/0.6.0.1/Public/1435190862/ovr_sdk_win_0.6.0.1.zip
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# URL_MD5 4b3ef825f9a1d6d3035c9f6820687da9
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# 0.7 alpha
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# URL https://s3.amazonaws.com/static.oculus.com/sdk-downloads/0.7.0.0/Public/Alpha/ovr_sdk_win_0.7.0.0_RC1.zip
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# URL_MD5 a562bb9d117087b2cf9d86653ea70fd8
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if (WIN32)
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ExternalProject_Add(
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@ -995,6 +995,8 @@ void Application::paintGL() {
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auto displayPlugin = getActiveDisplayPlugin();
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displayPlugin->preRender();
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_offscreenContext->makeCurrent();
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// update the avatar with a fresh HMD pose
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_myAvatar->updateFromHMDSensorMatrix(getHMDSensorPose());
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auto lodManager = DependencyManager::get<LODManager>();
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@ -1091,7 +1093,6 @@ void Application::paintGL() {
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glm::vec3(0.0f, 0.0f, -1.0f) * MIRROR_FULLSCREEN_DISTANCE * _scaleMirror);
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renderArgs._renderMode = RenderArgs::MIRROR_RENDER_MODE;
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}
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// Update camera position
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if (!isHMDMode()) {
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_myCamera.update(1.0f / _fps);
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@ -1100,64 +1101,46 @@ void Application::paintGL() {
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// Primary rendering pass
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auto framebufferCache = DependencyManager::get<FramebufferCache>();
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QSize size = framebufferCache->getFrameBufferSize();
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const QSize size = framebufferCache->getFrameBufferSize();
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{
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PROFILE_RANGE(__FUNCTION__ "/mainRender");
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// Viewport is assigned to the size of the framebuffer
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QSize size = DependencyManager::get<FramebufferCache>()->getFrameBufferSize();
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renderArgs._viewport = glm::ivec4(0, 0, size.width(), size.height());
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{
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PROFILE_RANGE(__FUNCTION__ "/clear");
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doInBatch(&renderArgs, [&](gpu::Batch& batch) {
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auto primaryFbo = DependencyManager::get<FramebufferCache>()->getPrimaryFramebuffer();
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batch.setFramebuffer(primaryFbo);
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// clear the normal and specular buffers
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batch.clearFramebuffer(
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gpu::Framebuffer::BUFFER_COLOR0 |
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gpu::Framebuffer::BUFFER_COLOR1 |
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gpu::Framebuffer::BUFFER_COLOR2 |
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gpu::Framebuffer::BUFFER_DEPTH,
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vec4(vec3(0), 1), 1.0, 0.0);
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});
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}
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renderArgs._viewport = ivec4(0, 0, size.width(), size.height());
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if (displayPlugin->isStereo()) {
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PROFILE_RANGE(__FUNCTION__ "/stereoRender");
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QRect currentViewport(QPoint(0, 0), QSize(size.width() / 2, size.height()));
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glEnable(GL_SCISSOR_TEST);
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for_each_eye([&](Eye eye){
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// Load the view frustum, used by meshes
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Camera eyeCamera;
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if (qApp->isHMDMode()) {
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// Allow the displayPlugin to compose the final eye transform, based on the most up-to-date head motion.
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eyeCamera.setTransform(displayPlugin->getModelview(eye, _myAvatar->getSensorToWorldMatrix()));
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} else {
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eyeCamera.setTransform(displayPlugin->getModelview(eye, _myCamera.getTransform()));
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}
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eyeCamera.setProjection(displayPlugin->getProjection(eye, _myCamera.getProjection()));
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renderArgs._viewport = toGlm(currentViewport);
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doInBatch(&renderArgs, [&](gpu::Batch& batch) {
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batch.setViewportTransform(renderArgs._viewport);
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batch.setStateScissorRect(renderArgs._viewport);
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});
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displaySide(&renderArgs, eyeCamera);
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}, [&] {
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currentViewport.moveLeft(currentViewport.width());
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// Stereo modes will typically have a larger projection matrix overall,
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// so we ask for the 'mono' projection matrix, which for stereo and HMD
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// plugins will imply the combined projection for both eyes.
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//
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// This is properly implemented for the Oculus plugins, but for OpenVR
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// and Stereo displays I'm not sure how to get / calculate it, so we're
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// just relying on the left FOV in each case and hoping that the
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// overall culling margin of error doesn't cause popping in the
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// right eye. There are FIXMEs in the relevant plugins
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_myCamera.setProjection(displayPlugin->getProjection(Mono, _myCamera.getProjection()));
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renderArgs._context->enableStereo(true);
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mat4 eyeViews[2];
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mat4 eyeProjections[2];
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auto baseProjection = renderArgs._viewFrustum->getProjection();
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// FIXME we probably don't need to set the projection matrix every frame,
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// only when the display plugin changes (or in non-HMD modes when the user
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// changes the FOV manually, which right now I don't think they can.
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for_each_eye([&](Eye eye) {
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// For providing the stereo eye views, the HMD head pose has already been
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// applied to the avatar, so we need to get the difference between the head
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// pose applied to the avatar and the per eye pose, and use THAT as
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// the per-eye stereo matrix adjustment.
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mat4 eyePose = displayPlugin->getEyePose(eye);
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mat4 headPose = displayPlugin->getHeadPose();
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mat4 eyeView = glm::inverse(eyePose) * headPose;
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eyeViews[eye] = eyeView;
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eyeProjections[eye] = displayPlugin->getProjection(eye, baseProjection);
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});
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glDisable(GL_SCISSOR_TEST);
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} else {
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PROFILE_RANGE(__FUNCTION__ "/monoRender");
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renderArgs._viewport = gpu::Vec4i(0, 0, size.width(), size.height());
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// Viewport is assigned to the size of the framebuffer
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doInBatch(&renderArgs, [&](gpu::Batch& batch) {
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batch.setViewportTransform(renderArgs._viewport);
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batch.setStateScissorRect(renderArgs._viewport);
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});
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displaySide(&renderArgs, _myCamera);
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renderArgs._context->setStereoProjections(eyeProjections);
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renderArgs._context->setStereoViews(eyeViews);
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}
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doInBatch(&renderArgs, [](gpu::Batch& batch){
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displaySide(&renderArgs, _myCamera);
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renderArgs._context->enableStereo(false);
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doInBatch(&renderArgs, [](gpu::Batch& batch) {
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batch.setFramebuffer(nullptr);
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});
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}
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@ -1191,7 +1174,6 @@ void Application::paintGL() {
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PROFILE_RANGE(__FUNCTION__ "/pluginOutput");
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auto primaryFbo = framebufferCache->getPrimaryFramebuffer();
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GLuint finalTexture = gpu::GLBackend::getTextureID(primaryFbo->getRenderBuffer(0));
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uvec2 finalSize = toGlm(size);
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// Ensure the rendering context commands are completed when rendering
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GLsync sync = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
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// Ensure the sync object is flushed to the driver thread before releasing the context
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@ -1207,7 +1189,7 @@ void Application::paintGL() {
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{
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PROFILE_RANGE(__FUNCTION__ "/pluginDisplay");
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displayPlugin->display(finalTexture, finalSize);
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displayPlugin->display(finalTexture, toGlm(size));
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}
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{
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@ -2705,9 +2687,6 @@ void Application::update(float deltaTime) {
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updateLOD();
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updateMouseRay(); // check what's under the mouse and update the mouse voxel
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// update the avatar with a fresh HMD pose
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_myAvatar->updateFromHMDSensorMatrix(getHMDSensorPose());
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{
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PerformanceTimer perfTimer("devices");
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DeviceTracker::updateAll();
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@ -4986,7 +4965,7 @@ mat4 Application::getEyePose(int eye) const {
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mat4 Application::getEyeOffset(int eye) const {
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if (isHMDMode()) {
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mat4 identity;
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return getActiveDisplayPlugin()->getModelview((Eye)eye, identity);
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return getActiveDisplayPlugin()->getView((Eye)eye, identity);
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}
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return mat4();
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@ -4999,6 +4978,11 @@ mat4 Application::getHMDSensorPose() const {
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return mat4();
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}
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// FIXME there is a bug in the fullscreen setting, where leaving
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// fullscreen does not restore the window frame, making it difficult
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// or impossible to move or size the window.
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// Additionally, setting fullscreen isn't hiding the menu on windows
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// make it useless for stereoscopic modes.
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void Application::setFullscreen(const QScreen* target) {
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if (!_window->isFullScreen()) {
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_savedGeometry = _window->geometry();
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@ -191,7 +191,7 @@ void Stars::render(RenderArgs* renderArgs, float alpha) {
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auto geometryCache = DependencyManager::get<GeometryCache>();
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auto textureCache = DependencyManager::get<TextureCache>();
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gpu::Batch batch;
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gpu::Batch& batch = *renderArgs->_batch;
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batch.setViewTransform(Transform());
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batch.setProjectionTransform(renderArgs->_viewFrustum->getProjection());
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batch.setModelTransform(Transform().setRotation(glm::inverse(renderArgs->_viewFrustum->getOrientation()) *
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@ -219,6 +219,4 @@ void Stars::render(RenderArgs* renderArgs, float alpha) {
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batch.setInputBuffer(VERTICES_SLOT, posView);
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batch.setInputBuffer(COLOR_SLOT, colView);
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batch.draw(gpu::Primitive::POINTS, STARFIELD_NUM_STARS);
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renderArgs->_context->render(batch);
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}
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@ -211,7 +211,6 @@ void ApplicationCompositor::displayOverlayTexture(RenderArgs* renderArgs) {
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//Handle fading and deactivation/activation of UI
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gpu::Batch batch;
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renderArgs->_context->syncCache();
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auto geometryCache = DependencyManager::get<GeometryCache>();
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geometryCache->useSimpleDrawPipeline(batch);
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@ -279,7 +278,6 @@ void ApplicationCompositor::displayOverlayTextureHmd(RenderArgs* renderArgs, int
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vec2 canvasSize = qApp->getCanvasSize();
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_textureAspectRatio = aspect(canvasSize);
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renderArgs->_context->syncCache();
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auto geometryCache = DependencyManager::get<GeometryCache>();
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gpu::Batch batch;
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@ -92,7 +92,6 @@ void ApplicationOverlay::renderOverlay(RenderArgs* renderArgs) {
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renderOverlays(renderArgs); // renders Scripts Overlay and AudioScope
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renderStatsAndLogs(renderArgs); // currently renders nothing
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renderArgs->_context->syncCache();
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renderArgs->_context->render(batch);
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renderArgs->_batch = nullptr; // so future users of renderArgs don't try to use our batch
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@ -13,8 +13,8 @@
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const QString Basic2DWindowOpenGLDisplayPlugin::NAME("2D Display");
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const QString MENU_PATH = "Display";
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const QString FULLSCREEN = "Fullscreen";
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static const QString MENU_PATH = "Display";
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static const QString FULLSCREEN = "Fullscreen";
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const QString& Basic2DWindowOpenGLDisplayPlugin::getName() const {
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return NAME;
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@ -30,11 +30,11 @@ void Basic2DWindowOpenGLDisplayPlugin::activate() {
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CONTAINER->unsetFullscreen();
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}
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}, true, false);
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MainWindowOpenGLDisplayPlugin::activate();
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WindowOpenGLDisplayPlugin::activate();
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}
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void Basic2DWindowOpenGLDisplayPlugin::deactivate() {
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MainWindowOpenGLDisplayPlugin::deactivate();
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WindowOpenGLDisplayPlugin::deactivate();
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}
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int Basic2DWindowOpenGLDisplayPlugin::getDesiredInterval(bool isThrottled) const {
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@ -7,10 +7,10 @@
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//
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#pragma once
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#include "MainWindowOpenGLDisplayPlugin.h"
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#include "WindowOpenGLDisplayPlugin.h"
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class QScreen;
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class Basic2DWindowOpenGLDisplayPlugin : public MainWindowOpenGLDisplayPlugin {
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class Basic2DWindowOpenGLDisplayPlugin : public WindowOpenGLDisplayPlugin {
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Q_OBJECT
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public:
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@ -15,8 +15,8 @@
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#include "Basic2DWindowOpenGLDisplayPlugin.h"
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#include "openvr/OpenVrDisplayPlugin.h"
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#include "oculus/Oculus_0_5_DisplayPlugin.h"
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#include "oculus/Oculus_0_6_DisplayPlugin.h"
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#include "oculus/OculusDisplayPlugin.h"
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#include "oculus/OculusLegacyDisplayPlugin.h"
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// TODO migrate to a DLL model where plugins are discovered and loaded at runtime by the PluginManager class
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DisplayPluginList getDisplayPlugins() {
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@ -28,13 +28,17 @@ DisplayPluginList getDisplayPlugins() {
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// Stereo modes
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// FIXME fix stereo display plugins
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//new SideBySideStereoDisplayPlugin(),
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new SideBySideStereoDisplayPlugin(),
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//new InterleavedStereoDisplayPlugin(),
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// HMDs
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new Oculus_0_5_DisplayPlugin(),
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new Oculus_0_6_DisplayPlugin(),
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// Windows Oculus SDK
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new OculusDisplayPlugin(),
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// Mac/Linux Oculus SDK (0.5)
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new OculusLegacyDisplayPlugin(),
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#ifdef Q_OS_WIN
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// SteamVR SDK
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new OpenVrDisplayPlugin(),
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#endif
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nullptr
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|
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@ -97,12 +97,12 @@ public:
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return baseProjection;
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}
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virtual glm::mat4 getModelview(Eye eye, const glm::mat4& baseModelview) const {
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return glm::inverse(getEyePose(eye)) * baseModelview;
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virtual glm::mat4 getView(Eye eye, const glm::mat4& baseView) const {
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return glm::inverse(getEyePose(eye)) * baseView;
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}
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// HMD specific methods
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// TODO move these into another class
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// TODO move these into another class?
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virtual glm::mat4 getEyePose(Eye eye) const {
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static const glm::mat4 pose; return pose;
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}
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@ -115,11 +115,6 @@ public:
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virtual void resetSensors() {}
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virtual float devicePixelRatio() { return 1.0; }
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//// The window for the surface, used for event interception. May be null.
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//virtual QWindow* getWindow() const = 0;
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//virtual void installEventFilter(QObject* filter) {}
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//virtual void removeEventFilter(QObject* filter) {}
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signals:
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void recommendedFramebufferSizeChanged(const QSize & size);
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|
|
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@ -1,9 +0,0 @@
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//
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// Created by Bradley Austin Davis on 2015/05/29
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// Copyright 2015 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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#include "MainWindowOpenGLDisplayPlugin.h"
|
|
@ -1,13 +0,0 @@
|
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//
|
||||
// Created by Bradley Austin Davis on 2015/05/29
|
||||
// Copyright 2015 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
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#pragma once
|
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|
||||
#include "WindowOpenGLDisplayPlugin.h"
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class MainWindowOpenGLDisplayPlugin : public WindowOpenGLDisplayPlugin {
|
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};
|
|
@ -1,76 +0,0 @@
|
|||
//
|
||||
// Created by Bradley Austin Davis on 2015/05/29
|
||||
// Copyright 2015 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
#include "OculusBaseDisplayPlugin.h"
|
||||
|
||||
#include <ViewFrustum.h>
|
||||
|
||||
#include "OculusHelpers.h"
|
||||
|
||||
|
||||
using namespace Oculus;
|
||||
|
||||
void OculusBaseDisplayPlugin::activate() {
|
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glm::uvec2 eyeSizes[2];
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ovr_for_each_eye([&](ovrEyeType eye) {
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_eyeFovs[eye] = _hmd->MaxEyeFov[eye];
|
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ovrEyeRenderDesc& erd = _eyeRenderDescs[eye] = ovrHmd_GetRenderDesc(_hmd, eye, _eyeFovs[eye]);
|
||||
ovrMatrix4f ovrPerspectiveProjection =
|
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ovrMatrix4f_Projection(erd.Fov, DEFAULT_NEAR_CLIP, DEFAULT_FAR_CLIP, ovrProjection_RightHanded);
|
||||
_eyeProjections[eye] = toGlm(ovrPerspectiveProjection);
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|
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ovrPerspectiveProjection =
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ovrMatrix4f_Projection(erd.Fov, 0.001f, 10.0f, ovrProjection_RightHanded);
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_compositeEyeProjections[eye] = toGlm(ovrPerspectiveProjection);
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||||
|
||||
_eyeOffsets[eye] = erd.HmdToEyeViewOffset;
|
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eyeSizes[eye] = toGlm(ovrHmd_GetFovTextureSize(_hmd, eye, erd.Fov, 1.0f));
|
||||
});
|
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_desiredFramebufferSize = uvec2(
|
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eyeSizes[0].x + eyeSizes[1].x,
|
||||
std::max(eyeSizes[0].y, eyeSizes[1].y));
|
||||
|
||||
_frameIndex = 0;
|
||||
|
||||
if (!OVR_SUCCESS(ovrHmd_ConfigureTracking(_hmd,
|
||||
ovrTrackingCap_Orientation | ovrTrackingCap_Position | ovrTrackingCap_MagYawCorrection, 0))) {
|
||||
qFatal("Could not attach to sensor device");
|
||||
}
|
||||
|
||||
MainWindowOpenGLDisplayPlugin::activate();
|
||||
}
|
||||
|
||||
uvec2 OculusBaseDisplayPlugin::getRecommendedRenderSize() const {
|
||||
return _desiredFramebufferSize;
|
||||
}
|
||||
|
||||
void OculusBaseDisplayPlugin::preRender() {
|
||||
ovrHmd_GetEyePoses(_hmd, _frameIndex, _eyeOffsets, _eyePoses, nullptr);
|
||||
}
|
||||
|
||||
glm::mat4 OculusBaseDisplayPlugin::getProjection(Eye eye, const glm::mat4& baseProjection) const {
|
||||
return _eyeProjections[eye];
|
||||
}
|
||||
|
||||
glm::mat4 OculusBaseDisplayPlugin::getModelview(Eye eye, const glm::mat4& baseModelview) const {
|
||||
return baseModelview * toGlm(_eyePoses[eye]);
|
||||
}
|
||||
|
||||
void OculusBaseDisplayPlugin::resetSensors() {
|
||||
ovrHmd_RecenterPose(_hmd);
|
||||
}
|
||||
|
||||
glm::mat4 OculusBaseDisplayPlugin::getEyePose(Eye eye) const {
|
||||
return toGlm(_eyePoses[eye]);
|
||||
}
|
||||
|
||||
// Should NOT be used for rendering as this will mess up timewarp. Use the getModelview() method above for
|
||||
// any use of head poses for rendering, ensuring you use the correct eye
|
||||
glm::mat4 OculusBaseDisplayPlugin::getHeadPose() const {
|
||||
ovrTrackingState state = ovrHmd_GetTrackingState(_hmd, 0.0f);
|
||||
return toGlm(state.HeadPose.ThePose);
|
||||
}
|
|
@ -1,26 +0,0 @@
|
|||
//
|
||||
// Created by Bradley Austin Davis on 2015/05/29
|
||||
// Copyright 2015 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
#pragma once
|
||||
|
||||
#include "../MainWindowOpenGLDisplayPlugin.h"
|
||||
|
||||
class OculusBaseDisplayPlugin : public MainWindowOpenGLDisplayPlugin {
|
||||
public:
|
||||
// Stereo specific methods
|
||||
virtual bool isHmd() const override { return true; }
|
||||
virtual glm::mat4 getProjection(Eye eye, const glm::mat4& baseProjection) const override;
|
||||
virtual glm::mat4 getModelview(Eye eye, const glm::mat4& baseModelview) const override;
|
||||
virtual void activate() override;
|
||||
virtual void preRender() override;
|
||||
virtual glm::uvec2 getRecommendedRenderSize() const override;
|
||||
virtual glm::uvec2 getRecommendedUiSize() const override { return uvec2(1920, 1080); }
|
||||
virtual void resetSensors() override;
|
||||
virtual glm::mat4 getEyePose(Eye eye) const override;
|
||||
virtual glm::mat4 getHeadPose() const override;
|
||||
|
||||
};
|
|
@ -5,7 +5,7 @@
|
|||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
#include "Oculus_0_6_DisplayPlugin.h"
|
||||
#include "OculusDisplayPlugin.h"
|
||||
|
||||
#include <memory>
|
||||
|
||||
|
@ -15,9 +15,7 @@
|
|||
#include <GlWindow.h>
|
||||
#include <QEvent>
|
||||
#include <QResizeEvent>
|
||||
|
||||
#include <OVR_CAPI_GL.h>
|
||||
|
||||
#include <QThread>
|
||||
|
||||
#include <OglplusHelpers.h>
|
||||
#include <oglplus/opt/list_init.hpp>
|
||||
|
@ -27,18 +25,34 @@
|
|||
|
||||
#include <PerfStat.h>
|
||||
#include <plugins/PluginContainer.h>
|
||||
#include <ViewFrustum.h>
|
||||
|
||||
#include "OculusHelpers.h"
|
||||
|
||||
using namespace Oculus;
|
||||
#if (OVR_MAJOR_VERSION == 6)
|
||||
SwapFboPtr _sceneFbo;
|
||||
MirrorFboPtr _mirrorFbo;
|
||||
ovrLayerEyeFov _sceneLayer;
|
||||
#if (OVR_MAJOR_VERSION == 6)
|
||||
#define ovr_Create ovrHmd_Create
|
||||
#define ovr_CreateSwapTextureSetGL ovrHmd_CreateSwapTextureSetGL
|
||||
#define ovr_CreateMirrorTextureGL ovrHmd_CreateMirrorTextureGL
|
||||
#define ovr_Destroy ovrHmd_Destroy
|
||||
#define ovr_DestroySwapTextureSet ovrHmd_DestroySwapTextureSet
|
||||
#define ovr_DestroyMirrorTexture ovrHmd_DestroyMirrorTexture
|
||||
#define ovr_GetFloat ovrHmd_GetFloat
|
||||
#define ovr_GetFovTextureSize ovrHmd_GetFovTextureSize
|
||||
#define ovr_GetFrameTiming ovrHmd_GetFrameTiming
|
||||
#define ovr_GetTrackingState ovrHmd_GetTrackingState
|
||||
#define ovr_GetRenderDesc ovrHmd_GetRenderDesc
|
||||
#define ovr_RecenterPose ovrHmd_RecenterPose
|
||||
#define ovr_SubmitFrame ovrHmd_SubmitFrame
|
||||
#define ovr_ConfigureTracking ovrHmd_ConfigureTracking
|
||||
|
||||
#define ovr_GetHmdDesc(X) *X
|
||||
#endif
|
||||
|
||||
#if (OVR_MAJOR_VERSION >= 6)
|
||||
|
||||
// A base class for FBO wrappers that need to use the Oculus C
|
||||
// API to manage textures via ovrHmd_CreateSwapTextureSetGL,
|
||||
// ovrHmd_CreateMirrorTextureGL, etc
|
||||
// API to manage textures via ovr_CreateSwapTextureSetGL,
|
||||
// ovr_CreateMirrorTextureGL, etc
|
||||
template <typename C>
|
||||
struct RiftFramebufferWrapper : public FramebufferWrapper<C, char> {
|
||||
ovrHmd hmd;
|
||||
|
@ -73,7 +87,7 @@ struct SwapFramebufferWrapper : public RiftFramebufferWrapper<ovrSwapTextureSet*
|
|||
|
||||
~SwapFramebufferWrapper() {
|
||||
if (color) {
|
||||
ovrHmd_DestroySwapTextureSet(hmd, color);
|
||||
ovr_DestroySwapTextureSet(hmd, color);
|
||||
color = nullptr;
|
||||
}
|
||||
}
|
||||
|
@ -86,11 +100,11 @@ struct SwapFramebufferWrapper : public RiftFramebufferWrapper<ovrSwapTextureSet*
|
|||
protected:
|
||||
virtual void initColor() override {
|
||||
if (color) {
|
||||
ovrHmd_DestroySwapTextureSet(hmd, color);
|
||||
ovr_DestroySwapTextureSet(hmd, color);
|
||||
color = nullptr;
|
||||
}
|
||||
|
||||
if (!OVR_SUCCESS(ovrHmd_CreateSwapTextureSetGL(hmd, GL_RGBA, size.x, size.y, &color))) {
|
||||
if (!OVR_SUCCESS(ovr_CreateSwapTextureSetGL(hmd, GL_RGBA, size.x, size.y, &color))) {
|
||||
qFatal("Unable to create swap textures");
|
||||
}
|
||||
|
||||
|
@ -127,7 +141,7 @@ struct MirrorFramebufferWrapper : public RiftFramebufferWrapper<ovrGLTexture*> {
|
|||
|
||||
virtual ~MirrorFramebufferWrapper() {
|
||||
if (color) {
|
||||
ovrHmd_DestroyMirrorTexture(hmd, (ovrTexture*)color);
|
||||
ovr_DestroyMirrorTexture(hmd, (ovrTexture*)color);
|
||||
color = nullptr;
|
||||
}
|
||||
}
|
||||
|
@ -135,10 +149,10 @@ struct MirrorFramebufferWrapper : public RiftFramebufferWrapper<ovrGLTexture*> {
|
|||
private:
|
||||
void initColor() override {
|
||||
if (color) {
|
||||
ovrHmd_DestroyMirrorTexture(hmd, (ovrTexture*)color);
|
||||
ovr_DestroyMirrorTexture(hmd, (ovrTexture*)color);
|
||||
color = nullptr;
|
||||
}
|
||||
ovrResult result = ovrHmd_CreateMirrorTextureGL(hmd, GL_RGBA, size.x, size.y, (ovrTexture**)&color);
|
||||
ovrResult result = ovr_CreateMirrorTextureGL(hmd, GL_RGBA, size.x, size.y, (ovrTexture**)&color);
|
||||
Q_ASSERT(OVR_SUCCESS(result));
|
||||
}
|
||||
|
||||
|
@ -149,17 +163,47 @@ private:
|
|||
}
|
||||
};
|
||||
|
||||
|
||||
#endif
|
||||
|
||||
const QString OculusDisplayPlugin::NAME("Oculus Rift");
|
||||
|
||||
const QString Oculus_0_6_DisplayPlugin::NAME("Oculus Rift");
|
||||
uvec2 OculusDisplayPlugin::getRecommendedRenderSize() const {
|
||||
return _desiredFramebufferSize;
|
||||
}
|
||||
|
||||
const QString & Oculus_0_6_DisplayPlugin::getName() const {
|
||||
void OculusDisplayPlugin::preRender() {
|
||||
#if (OVR_MAJOR_VERSION >= 6)
|
||||
ovrFrameTiming ftiming = ovr_GetFrameTiming(_hmd, _frameIndex);
|
||||
_trackingState = ovr_GetTrackingState(_hmd, ftiming.DisplayMidpointSeconds);
|
||||
ovr_CalcEyePoses(_trackingState.HeadPose.ThePose, _eyeOffsets, _eyePoses);
|
||||
#endif
|
||||
}
|
||||
|
||||
glm::mat4 OculusDisplayPlugin::getProjection(Eye eye, const glm::mat4& baseProjection) const {
|
||||
return _eyeProjections[eye];
|
||||
}
|
||||
|
||||
void OculusDisplayPlugin::resetSensors() {
|
||||
#if (OVR_MAJOR_VERSION >= 6)
|
||||
ovr_RecenterPose(_hmd);
|
||||
#endif
|
||||
}
|
||||
|
||||
glm::mat4 OculusDisplayPlugin::getEyePose(Eye eye) const {
|
||||
return toGlm(_eyePoses[eye]);
|
||||
}
|
||||
|
||||
glm::mat4 OculusDisplayPlugin::getHeadPose() const {
|
||||
return toGlm(_trackingState.HeadPose.ThePose);
|
||||
}
|
||||
|
||||
const QString & OculusDisplayPlugin::getName() const {
|
||||
return NAME;
|
||||
}
|
||||
|
||||
bool Oculus_0_6_DisplayPlugin::isSupported() const {
|
||||
#if (OVR_MAJOR_VERSION == 6)
|
||||
bool OculusDisplayPlugin::isSupported() const {
|
||||
#if (OVR_MAJOR_VERSION >= 6)
|
||||
if (!OVR_SUCCESS(ovr_Initialize(nullptr))) {
|
||||
return false;
|
||||
}
|
||||
|
@ -174,27 +218,81 @@ bool Oculus_0_6_DisplayPlugin::isSupported() const {
|
|||
#endif
|
||||
}
|
||||
|
||||
void OculusDisplayPlugin::init() {
|
||||
if (!OVR_SUCCESS(ovr_Initialize(nullptr))) {
|
||||
qFatal("Could not init OVR");
|
||||
}
|
||||
}
|
||||
|
||||
#if (OVR_MAJOR_VERSION == 6)
|
||||
ovrLayerEyeFov& getSceneLayer() {
|
||||
void OculusDisplayPlugin::deinit() {
|
||||
ovr_Shutdown();
|
||||
}
|
||||
|
||||
#if (OVR_MAJOR_VERSION >= 6)
|
||||
ovrLayerEyeFov& OculusDisplayPlugin::getSceneLayer() {
|
||||
return _sceneLayer;
|
||||
}
|
||||
#endif
|
||||
|
||||
//static gpu::TexturePointer _texture;
|
||||
|
||||
void Oculus_0_6_DisplayPlugin::activate() {
|
||||
#if (OVR_MAJOR_VERSION == 6)
|
||||
void OculusDisplayPlugin::activate() {
|
||||
#if (OVR_MAJOR_VERSION >= 6)
|
||||
if (!OVR_SUCCESS(ovr_Initialize(nullptr))) {
|
||||
Q_ASSERT(false);
|
||||
qFatal("Failed to Initialize SDK");
|
||||
}
|
||||
if (!OVR_SUCCESS(ovrHmd_Create(0, &_hmd))) {
|
||||
|
||||
// CONTAINER->getPrimarySurface()->makeCurrent();
|
||||
#if (OVR_MAJOR_VERSION == 6)
|
||||
if (!OVR_SUCCESS(ovr_Create(0, &_hmd))) {
|
||||
#elif (OVR_MAJOR_VERSION == 7)
|
||||
if (!OVR_SUCCESS(ovr_Create(&_hmd, &_luid))) {
|
||||
#endif
|
||||
Q_ASSERT(false);
|
||||
qFatal("Failed to acquire HMD");
|
||||
}
|
||||
|
||||
OculusBaseDisplayPlugin::activate();
|
||||
_hmdDesc = ovr_GetHmdDesc(_hmd);
|
||||
|
||||
_ipd = ovr_GetFloat(_hmd, OVR_KEY_IPD, _ipd);
|
||||
|
||||
glm::uvec2 eyeSizes[2];
|
||||
ovr_for_each_eye([&](ovrEyeType eye) {
|
||||
_eyeFovs[eye] = _hmdDesc.DefaultEyeFov[eye];
|
||||
ovrEyeRenderDesc& erd = _eyeRenderDescs[eye] = ovr_GetRenderDesc(_hmd, eye, _eyeFovs[eye]);
|
||||
ovrMatrix4f ovrPerspectiveProjection =
|
||||
ovrMatrix4f_Projection(erd.Fov, DEFAULT_NEAR_CLIP, DEFAULT_FAR_CLIP, ovrProjection_RightHanded);
|
||||
_eyeProjections[eye] = toGlm(ovrPerspectiveProjection);
|
||||
|
||||
ovrPerspectiveProjection =
|
||||
ovrMatrix4f_Projection(erd.Fov, 0.001f, 10.0f, ovrProjection_RightHanded);
|
||||
_compositeEyeProjections[eye] = toGlm(ovrPerspectiveProjection);
|
||||
|
||||
_eyeOffsets[eye] = erd.HmdToEyeViewOffset;
|
||||
eyeSizes[eye] = toGlm(ovr_GetFovTextureSize(_hmd, eye, erd.Fov, 1.0f));
|
||||
});
|
||||
ovrFovPort combined = _eyeFovs[Left];
|
||||
combined.LeftTan = std::max(_eyeFovs[Left].LeftTan, _eyeFovs[Right].LeftTan);
|
||||
combined.RightTan = std::max(_eyeFovs[Left].RightTan, _eyeFovs[Right].RightTan);
|
||||
ovrMatrix4f ovrPerspectiveProjection =
|
||||
ovrMatrix4f_Projection(combined, DEFAULT_NEAR_CLIP, DEFAULT_FAR_CLIP, ovrProjection_RightHanded);
|
||||
_eyeProjections[Mono] = toGlm(ovrPerspectiveProjection);
|
||||
|
||||
|
||||
|
||||
_desiredFramebufferSize = uvec2(
|
||||
eyeSizes[0].x + eyeSizes[1].x,
|
||||
std::max(eyeSizes[0].y, eyeSizes[1].y));
|
||||
|
||||
_frameIndex = 0;
|
||||
|
||||
if (!OVR_SUCCESS(ovr_ConfigureTracking(_hmd,
|
||||
ovrTrackingCap_Orientation | ovrTrackingCap_Position | ovrTrackingCap_MagYawCorrection, 0))) {
|
||||
qFatal("Could not attach to sensor device");
|
||||
}
|
||||
|
||||
WindowOpenGLDisplayPlugin::activate();
|
||||
|
||||
// Parent class relies on our _hmd intialization, so it must come after that.
|
||||
ovrLayerEyeFov& sceneLayer = getSceneLayer();
|
||||
|
@ -203,7 +301,7 @@ void Oculus_0_6_DisplayPlugin::activate() {
|
|||
sceneLayer.Header.Flags = ovrLayerFlag_TextureOriginAtBottomLeft;
|
||||
ovr_for_each_eye([&](ovrEyeType eye) {
|
||||
ovrFovPort & fov = sceneLayer.Fov[eye] = _eyeRenderDescs[eye].Fov;
|
||||
ovrSizei & size = sceneLayer.Viewport[eye].Size = ovrHmd_GetFovTextureSize(_hmd, eye, fov, 1.0f);
|
||||
ovrSizei & size = sceneLayer.Viewport[eye].Size = ovr_GetFovTextureSize(_hmd, eye, fov, 1.0f);
|
||||
sceneLayer.Viewport[eye].Pos = { eye == ovrEye_Left ? 0 : size.w, 0 };
|
||||
});
|
||||
// We're rendering both eyes to the same texture, so only one of the
|
||||
|
@ -214,17 +312,16 @@ void Oculus_0_6_DisplayPlugin::activate() {
|
|||
|
||||
PerformanceTimer::setActive(true);
|
||||
|
||||
if (!OVR_SUCCESS(ovrHmd_ConfigureTracking(_hmd,
|
||||
if (!OVR_SUCCESS(ovr_ConfigureTracking(_hmd,
|
||||
ovrTrackingCap_Orientation | ovrTrackingCap_Position | ovrTrackingCap_MagYawCorrection, 0))) {
|
||||
qFatal("Could not attach to sensor device");
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
void Oculus_0_6_DisplayPlugin::customizeContext() {
|
||||
#if (OVR_MAJOR_VERSION == 6)
|
||||
OculusBaseDisplayPlugin::customizeContext();
|
||||
|
||||
void OculusDisplayPlugin::customizeContext() {
|
||||
WindowOpenGLDisplayPlugin::customizeContext();
|
||||
#if (OVR_MAJOR_VERSION >= 6)
|
||||
//_texture = DependencyManager::get<TextureCache>()->
|
||||
// getImageTexture(PathUtils::resourcesPath() + "/images/cube_texture.png");
|
||||
uvec2 mirrorSize = toGlm(_window->geometry().size());
|
||||
|
@ -236,24 +333,29 @@ void Oculus_0_6_DisplayPlugin::customizeContext() {
|
|||
#endif
|
||||
}
|
||||
|
||||
void Oculus_0_6_DisplayPlugin::deactivate() {
|
||||
#if (OVR_MAJOR_VERSION == 6)
|
||||
void OculusDisplayPlugin::deactivate() {
|
||||
#if (OVR_MAJOR_VERSION >= 6)
|
||||
makeCurrent();
|
||||
_sceneFbo.reset();
|
||||
_mirrorFbo.reset();
|
||||
doneCurrent();
|
||||
PerformanceTimer::setActive(false);
|
||||
|
||||
OculusBaseDisplayPlugin::deactivate();
|
||||
WindowOpenGLDisplayPlugin::deactivate();
|
||||
|
||||
ovrHmd_Destroy(_hmd);
|
||||
ovr_Destroy(_hmd);
|
||||
_hmd = nullptr;
|
||||
ovr_Shutdown();
|
||||
#endif
|
||||
}
|
||||
|
||||
void Oculus_0_6_DisplayPlugin::display(GLuint finalTexture, const glm::uvec2& sceneSize) {
|
||||
#if (OVR_MAJOR_VERSION == 6)
|
||||
void OculusDisplayPlugin::display(GLuint finalTexture, const glm::uvec2& sceneSize) {
|
||||
static bool inDisplay = false;
|
||||
if (inDisplay) {
|
||||
return;
|
||||
}
|
||||
inDisplay = true;
|
||||
#if (OVR_MAJOR_VERSION >= 6)
|
||||
using namespace oglplus;
|
||||
// Need to make sure only the display plugin is responsible for
|
||||
// controlling vsync
|
||||
|
@ -263,6 +365,7 @@ void Oculus_0_6_DisplayPlugin::display(GLuint finalTexture, const glm::uvec2& sc
|
|||
auto size = _sceneFbo->size;
|
||||
Context::Viewport(size.x, size.y);
|
||||
glBindTexture(GL_TEXTURE_2D, finalTexture);
|
||||
GLenum err = glGetError();
|
||||
drawUnitQuad();
|
||||
});
|
||||
|
||||
|
@ -280,17 +383,25 @@ void Oculus_0_6_DisplayPlugin::display(GLuint finalTexture, const glm::uvec2& sc
|
|||
the UI visible in the output window (unlikely). This should be done before
|
||||
_sceneFbo->Increment or we're be using the wrong texture
|
||||
*/
|
||||
//_sceneFbo->Bound(GL_READ_FRAMEBUFFER, [&] {
|
||||
// glBlitFramebuffer(
|
||||
// 0, 0, _sceneFbo->size.x, _sceneFbo->size.y,
|
||||
// 0, 0, windowSize.x, _mirrorFbo.y,
|
||||
// GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
||||
//});
|
||||
_sceneFbo->Bound(Framebuffer::Target::Read, [&] {
|
||||
glBlitFramebuffer(
|
||||
0, 0, _sceneFbo->size.x, _sceneFbo->size.y,
|
||||
0, 0, windowSize.x, windowSize.y,
|
||||
GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
||||
});
|
||||
|
||||
{
|
||||
PerformanceTimer("OculusSubmit");
|
||||
ovrViewScaleDesc viewScaleDesc;
|
||||
viewScaleDesc.HmdSpaceToWorldScaleInMeters = 1.0f;
|
||||
viewScaleDesc.HmdToEyeViewOffset[0] = _eyeOffsets[0];
|
||||
viewScaleDesc.HmdToEyeViewOffset[1] = _eyeOffsets[1];
|
||||
|
||||
ovrLayerHeader* layers = &sceneLayer.Header;
|
||||
ovrResult result = ovrHmd_SubmitFrame(_hmd, _frameIndex, nullptr, &layers, 1);
|
||||
ovrResult result = ovr_SubmitFrame(_hmd, 0, &viewScaleDesc, &layers, 1);
|
||||
if (!OVR_SUCCESS(result)) {
|
||||
qDebug() << result;
|
||||
}
|
||||
}
|
||||
_sceneFbo->Increment();
|
||||
|
||||
|
@ -299,21 +410,22 @@ void Oculus_0_6_DisplayPlugin::display(GLuint finalTexture, const glm::uvec2& sc
|
|||
will contain the post-distorted and fully composited scene regardless of how many layers
|
||||
we send.
|
||||
*/
|
||||
auto mirrorSize = _mirrorFbo->size;
|
||||
_mirrorFbo->Bound(Framebuffer::Target::Read, [&] {
|
||||
Context::BlitFramebuffer(
|
||||
0, mirrorSize.y, mirrorSize.x, 0,
|
||||
0, 0, windowSize.x, windowSize.y,
|
||||
BufferSelectBit::ColorBuffer, BlitFilter::Nearest);
|
||||
});
|
||||
//auto mirrorSize = _mirrorFbo->size;
|
||||
//_mirrorFbo->Bound(Framebuffer::Target::Read, [&] {
|
||||
// Context::BlitFramebuffer(
|
||||
// 0, mirrorSize.y, mirrorSize.x, 0,
|
||||
// 0, 0, windowSize.x, windowSize.y,
|
||||
// BufferSelectBit::ColorBuffer, BlitFilter::Nearest);
|
||||
//});
|
||||
|
||||
++_frameIndex;
|
||||
#endif
|
||||
inDisplay = false;
|
||||
}
|
||||
|
||||
// Pass input events on to the application
|
||||
bool Oculus_0_6_DisplayPlugin::eventFilter(QObject* receiver, QEvent* event) {
|
||||
#if (OVR_MAJOR_VERSION == 6)
|
||||
bool OculusDisplayPlugin::eventFilter(QObject* receiver, QEvent* event) {
|
||||
#if (OVR_MAJOR_VERSION >= 6)
|
||||
if (event->type() == QEvent::Resize) {
|
||||
QResizeEvent* resizeEvent = static_cast<QResizeEvent*>(event);
|
||||
qDebug() << resizeEvent->size().width() << " x " << resizeEvent->size().height();
|
||||
|
@ -323,7 +435,7 @@ bool Oculus_0_6_DisplayPlugin::eventFilter(QObject* receiver, QEvent* event) {
|
|||
doneCurrent();
|
||||
}
|
||||
#endif
|
||||
return OculusBaseDisplayPlugin::eventFilter(receiver, event);
|
||||
return WindowOpenGLDisplayPlugin::eventFilter(receiver, event);
|
||||
}
|
||||
|
||||
/*
|
||||
|
@ -331,8 +443,8 @@ bool Oculus_0_6_DisplayPlugin::eventFilter(QObject* receiver, QEvent* event) {
|
|||
However, it should only be done if we can reliably disable v-sync on the mirror surface,
|
||||
otherwise the swapbuffer delay will interefere with the framerate of the headset
|
||||
*/
|
||||
void Oculus_0_6_DisplayPlugin::finishFrame() {
|
||||
swapBuffers();
|
||||
void OculusDisplayPlugin::finishFrame() {
|
||||
//swapBuffers();
|
||||
doneCurrent();
|
||||
};
|
||||
|
|
@ -0,0 +1,78 @@
|
|||
//
|
||||
// Created by Bradley Austin Davis on 2015/05/29
|
||||
// Copyright 2015 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
#pragma once
|
||||
|
||||
#include "../WindowOpenGLDisplayPlugin.h"
|
||||
|
||||
#include <QTimer>
|
||||
|
||||
#include <OVR_CAPI.h>
|
||||
|
||||
class OffscreenGlCanvas;
|
||||
struct SwapFramebufferWrapper;
|
||||
struct MirrorFramebufferWrapper;
|
||||
|
||||
using SwapFboPtr = QSharedPointer<SwapFramebufferWrapper>;
|
||||
using MirrorFboPtr = QSharedPointer<MirrorFramebufferWrapper>;
|
||||
|
||||
class OculusDisplayPlugin : public WindowOpenGLDisplayPlugin {
|
||||
public:
|
||||
virtual bool isSupported() const override;
|
||||
virtual const QString & getName() const override;
|
||||
|
||||
virtual void init() override;
|
||||
virtual void deinit() override;
|
||||
|
||||
virtual void activate() override;
|
||||
virtual void deactivate() override;
|
||||
|
||||
virtual bool eventFilter(QObject* receiver, QEvent* event) override;
|
||||
|
||||
// Stereo specific methods
|
||||
virtual bool isHmd() const override { return true; }
|
||||
virtual glm::mat4 getProjection(Eye eye, const glm::mat4& baseProjection) const override;
|
||||
virtual glm::uvec2 getRecommendedRenderSize() const override;
|
||||
virtual glm::uvec2 getRecommendedUiSize() const override { return uvec2(1920, 1080); }
|
||||
virtual void resetSensors() override;
|
||||
virtual glm::mat4 getEyePose(Eye eye) const override;
|
||||
virtual glm::mat4 getHeadPose() const override;
|
||||
|
||||
protected:
|
||||
virtual void preRender() override;
|
||||
virtual void display(GLuint finalTexture, const glm::uvec2& sceneSize) override;
|
||||
virtual void customizeContext() override;
|
||||
// Do not perform swap in finish
|
||||
virtual void finishFrame() override;
|
||||
|
||||
private:
|
||||
static const QString NAME;
|
||||
|
||||
ovrHmd _hmd;
|
||||
float _ipd{ OVR_DEFAULT_IPD };
|
||||
unsigned int _frameIndex;
|
||||
ovrEyeRenderDesc _eyeRenderDescs[2];
|
||||
ovrPosef _eyePoses[2];
|
||||
ovrVector3f _eyeOffsets[2];
|
||||
ovrFovPort _eyeFovs[2];
|
||||
mat4 _eyeProjections[3];
|
||||
mat4 _compositeEyeProjections[2];
|
||||
uvec2 _desiredFramebufferSize;
|
||||
ovrTrackingState _trackingState;
|
||||
|
||||
#if (OVR_MAJOR_VERSION >= 6)
|
||||
ovrLayerEyeFov& getSceneLayer();
|
||||
ovrHmdDesc _hmdDesc;
|
||||
SwapFboPtr _sceneFbo;
|
||||
MirrorFboPtr _mirrorFbo;
|
||||
ovrLayerEyeFov _sceneLayer;
|
||||
#endif
|
||||
#if (OVR_MAJOR_VERSION == 7)
|
||||
ovrGraphicsLuid _luid;
|
||||
#endif
|
||||
};
|
||||
|
|
@ -7,7 +7,7 @@
|
|||
//
|
||||
#pragma once
|
||||
|
||||
#include <OVR_CAPI.h>
|
||||
#include <OVR_CAPI_GL.h>
|
||||
#include <GLMHelpers.h>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
|
@ -79,14 +79,3 @@ inline ovrQuatf ovrFromGlm(const glm::quat & q) {
|
|||
return{ q.x, q.y, q.z, q.w };
|
||||
}
|
||||
|
||||
namespace Oculus {
|
||||
extern ovrHmd _hmd;
|
||||
extern unsigned int _frameIndex;
|
||||
extern ovrEyeRenderDesc _eyeRenderDescs[2];
|
||||
extern ovrPosef _eyePoses[2];
|
||||
extern ovrVector3f _eyeOffsets[2];
|
||||
extern ovrFovPort _eyeFovs[2];
|
||||
extern mat4 _eyeProjections[2];
|
||||
extern mat4 _compositeEyeProjections[2];
|
||||
extern uvec2 _desiredFramebufferSize;
|
||||
}
|
||||
|
|
|
@ -5,7 +5,7 @@
|
|||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
#include "Oculus_0_5_DisplayPlugin.h"
|
||||
#include "OculusLegacyDisplayPlugin.h"
|
||||
|
||||
#include <memory>
|
||||
|
||||
|
@ -19,34 +19,66 @@
|
|||
#include <QGuiApplication>
|
||||
#include <QScreen>
|
||||
|
||||
|
||||
#include <OVR_CAPI_GL.h>
|
||||
|
||||
#include <PerfStat.h>
|
||||
#include <OglplusHelpers.h>
|
||||
#include <ViewFrustum.h>
|
||||
|
||||
#include "plugins/PluginContainer.h"
|
||||
#include "OculusHelpers.h"
|
||||
|
||||
using namespace Oculus;
|
||||
ovrTexture _eyeTextures[2];
|
||||
int _hmdScreen{ -1 };
|
||||
bool _hswDismissed{ false };
|
||||
|
||||
DisplayPlugin* makeOculusDisplayPlugin() {
|
||||
return new Oculus_0_5_DisplayPlugin();
|
||||
}
|
||||
|
||||
using namespace oglplus;
|
||||
|
||||
const QString Oculus_0_5_DisplayPlugin::NAME("Oculus Rift (0.5)");
|
||||
const QString OculusLegacyDisplayPlugin::NAME("Oculus Rift (0.5)");
|
||||
|
||||
const QString & Oculus_0_5_DisplayPlugin::getName() const {
|
||||
const QString & OculusLegacyDisplayPlugin::getName() const {
|
||||
return NAME;
|
||||
}
|
||||
|
||||
OculusLegacyDisplayPlugin::OculusLegacyDisplayPlugin() : _ipd(OVR_DEFAULT_IPD) {
|
||||
}
|
||||
|
||||
bool Oculus_0_5_DisplayPlugin::isSupported() const {
|
||||
uvec2 OculusLegacyDisplayPlugin::getRecommendedRenderSize() const {
|
||||
return _desiredFramebufferSize;
|
||||
}
|
||||
|
||||
void OculusLegacyDisplayPlugin::preRender() {
|
||||
#if (OVR_MAJOR_VERSION == 5)
|
||||
ovrHmd_GetEyePoses(_hmd, _frameIndex, _eyeOffsets, _eyePoses, &_trackingState);
|
||||
ovrHmd_BeginFrame(_hmd, _frameIndex);
|
||||
#endif
|
||||
WindowOpenGLDisplayPlugin::preRender();
|
||||
}
|
||||
|
||||
glm::mat4 OculusLegacyDisplayPlugin::getProjection(Eye eye, const glm::mat4& baseProjection) const {
|
||||
return _eyeProjections[eye];
|
||||
}
|
||||
|
||||
void OculusLegacyDisplayPlugin::resetSensors() {
|
||||
#if (OVR_MAJOR_VERSION == 5)
|
||||
ovrHmd_RecenterPose(_hmd);
|
||||
#endif
|
||||
}
|
||||
|
||||
glm::mat4 OculusLegacyDisplayPlugin::getEyePose(Eye eye) const {
|
||||
#if (OVR_MAJOR_VERSION == 5)
|
||||
return toGlm(_eyePoses[eye]);
|
||||
#else
|
||||
return WindowOpenGLDisplayPlugin::getEyePose(eye);
|
||||
#endif
|
||||
}
|
||||
|
||||
// Should NOT be used for rendering as this will mess up timewarp. Use the getModelview() method above for
|
||||
// any use of head poses for rendering, ensuring you use the correct eye
|
||||
glm::mat4 OculusLegacyDisplayPlugin::getHeadPose() const {
|
||||
#if (OVR_MAJOR_VERSION == 5)
|
||||
return toGlm(_trackingState.HeadPose.ThePose);
|
||||
#else
|
||||
return WindowOpenGLDisplayPlugin::getHeadPose();
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
bool OculusLegacyDisplayPlugin::isSupported() const {
|
||||
#if (OVR_MAJOR_VERSION == 5)
|
||||
if (!ovr_Initialize(nullptr)) {
|
||||
return false;
|
||||
|
@ -77,7 +109,7 @@ bool Oculus_0_5_DisplayPlugin::isSupported() const {
|
|||
#endif
|
||||
}
|
||||
|
||||
void Oculus_0_5_DisplayPlugin::activate() {
|
||||
void OculusLegacyDisplayPlugin::activate() {
|
||||
#if (OVR_MAJOR_VERSION == 5)
|
||||
if (!OVR_SUCCESS(ovr_Initialize(nullptr))) {
|
||||
Q_ASSERT(false);
|
||||
|
@ -89,7 +121,41 @@ void Oculus_0_5_DisplayPlugin::activate() {
|
|||
qFatal("Failed to acquire HMD");
|
||||
}
|
||||
|
||||
OculusBaseDisplayPlugin::activate();
|
||||
glm::uvec2 eyeSizes[2];
|
||||
ovr_for_each_eye([&](ovrEyeType eye) {
|
||||
_eyeFovs[eye] = _hmd->MaxEyeFov[eye];
|
||||
ovrEyeRenderDesc erd = _eyeRenderDescs[eye] = ovrHmd_GetRenderDesc(_hmd, eye, _eyeFovs[eye]);
|
||||
ovrMatrix4f ovrPerspectiveProjection =
|
||||
ovrMatrix4f_Projection(erd.Fov, DEFAULT_NEAR_CLIP, DEFAULT_FAR_CLIP, ovrProjection_RightHanded);
|
||||
_eyeProjections[eye] = toGlm(ovrPerspectiveProjection);
|
||||
|
||||
ovrPerspectiveProjection =
|
||||
ovrMatrix4f_Projection(erd.Fov, 0.001f, 10.0f, ovrProjection_RightHanded);
|
||||
_compositeEyeProjections[eye] = toGlm(ovrPerspectiveProjection);
|
||||
|
||||
_eyeOffsets[eye] = erd.HmdToEyeViewOffset;
|
||||
eyeSizes[eye] = toGlm(ovrHmd_GetFovTextureSize(_hmd, eye, erd.Fov, 1.0f));
|
||||
});
|
||||
ovrFovPort combined = _eyeFovs[Left];
|
||||
combined.LeftTan = std::max(_eyeFovs[Left].LeftTan, _eyeFovs[Right].LeftTan);
|
||||
combined.RightTan = std::max(_eyeFovs[Left].RightTan, _eyeFovs[Right].RightTan);
|
||||
ovrMatrix4f ovrPerspectiveProjection =
|
||||
ovrMatrix4f_Projection(combined, DEFAULT_NEAR_CLIP, DEFAULT_FAR_CLIP, ovrProjection_RightHanded);
|
||||
_eyeProjections[Mono] = toGlm(ovrPerspectiveProjection);
|
||||
|
||||
_desiredFramebufferSize = uvec2(
|
||||
eyeSizes[0].x + eyeSizes[1].x,
|
||||
std::max(eyeSizes[0].y, eyeSizes[1].y));
|
||||
|
||||
_frameIndex = 0;
|
||||
|
||||
if (!OVR_SUCCESS(ovrHmd_ConfigureTracking(_hmd,
|
||||
ovrTrackingCap_Orientation | ovrTrackingCap_Position | ovrTrackingCap_MagYawCorrection, 0))) {
|
||||
qFatal("Could not attach to sensor device");
|
||||
}
|
||||
|
||||
WindowOpenGLDisplayPlugin::activate();
|
||||
|
||||
int screen = getHmdScreen();
|
||||
if (screen != -1) {
|
||||
CONTAINER->setFullscreen(qApp->screens()[screen]);
|
||||
|
@ -118,17 +184,16 @@ void Oculus_0_5_DisplayPlugin::activate() {
|
|||
}
|
||||
});
|
||||
|
||||
ovrEyeRenderDesc _eyeRenderDescs[ovrEye_Count];
|
||||
ovrBool result = ovrHmd_ConfigureRendering(_hmd, &config.Config, distortionCaps, _eyeFovs, _eyeRenderDescs);
|
||||
Q_ASSERT(result);
|
||||
#endif
|
||||
}
|
||||
|
||||
void Oculus_0_5_DisplayPlugin::deactivate() {
|
||||
void OculusLegacyDisplayPlugin::deactivate() {
|
||||
#if (OVR_MAJOR_VERSION == 5)
|
||||
_window->removeEventFilter(this);
|
||||
|
||||
OculusBaseDisplayPlugin::deactivate();
|
||||
WindowOpenGLDisplayPlugin::deactivate();
|
||||
|
||||
QScreen* riftScreen = nullptr;
|
||||
if (_hmdScreen >= 0) {
|
||||
|
@ -142,18 +207,11 @@ void Oculus_0_5_DisplayPlugin::deactivate() {
|
|||
#endif
|
||||
}
|
||||
|
||||
void Oculus_0_5_DisplayPlugin::preRender() {
|
||||
#if (OVR_MAJOR_VERSION == 5)
|
||||
OculusBaseDisplayPlugin::preRender();
|
||||
ovrHmd_BeginFrame(_hmd, _frameIndex);
|
||||
#endif
|
||||
}
|
||||
|
||||
void Oculus_0_5_DisplayPlugin::preDisplay() {
|
||||
void OculusLegacyDisplayPlugin::preDisplay() {
|
||||
_window->makeCurrent();
|
||||
}
|
||||
|
||||
void Oculus_0_5_DisplayPlugin::display(GLuint finalTexture, const glm::uvec2& sceneSize) {
|
||||
void OculusLegacyDisplayPlugin::display(GLuint finalTexture, const glm::uvec2& sceneSize) {
|
||||
++_frameIndex;
|
||||
#if (OVR_MAJOR_VERSION == 5)
|
||||
ovr_for_each_eye([&](ovrEyeType eye) {
|
||||
|
@ -164,7 +222,7 @@ void Oculus_0_5_DisplayPlugin::display(GLuint finalTexture, const glm::uvec2& sc
|
|||
}
|
||||
|
||||
// Pass input events on to the application
|
||||
bool Oculus_0_5_DisplayPlugin::eventFilter(QObject* receiver, QEvent* event) {
|
||||
bool OculusLegacyDisplayPlugin::eventFilter(QObject* receiver, QEvent* event) {
|
||||
#if (OVR_MAJOR_VERSION == 5)
|
||||
if (!_hswDismissed && (event->type() == QEvent::KeyPress)) {
|
||||
static ovrHSWDisplayState hswState;
|
||||
|
@ -176,17 +234,19 @@ bool Oculus_0_5_DisplayPlugin::eventFilter(QObject* receiver, QEvent* event) {
|
|||
}
|
||||
}
|
||||
#endif
|
||||
return OculusBaseDisplayPlugin::eventFilter(receiver, event);
|
||||
return WindowOpenGLDisplayPlugin::eventFilter(receiver, event);
|
||||
}
|
||||
|
||||
// FIXME mirroring tot he main window is diffucult on OSX because it requires that we
|
||||
// trigger a swap, which causes the client to wait for the v-sync of the main screen running
|
||||
// at 60 Hz. This would introduce judder. Perhaps we can push mirroring to a separate
|
||||
// thread
|
||||
void Oculus_0_5_DisplayPlugin::finishFrame() {
|
||||
// FIXME If we move to the 'batch rendering on a different thread' we can possibly do this.
|
||||
// however, we need to make sure it doesn't block the event handling.
|
||||
void OculusLegacyDisplayPlugin::finishFrame() {
|
||||
_window->doneCurrent();
|
||||
};
|
||||
|
||||
int Oculus_0_5_DisplayPlugin::getHmdScreen() const {
|
||||
int OculusLegacyDisplayPlugin::getHmdScreen() const {
|
||||
return _hmdScreen;
|
||||
}
|
|
@ -0,0 +1,63 @@
|
|||
//
|
||||
// Created by Bradley Austin Davis on 2015/05/29
|
||||
// Copyright 2015 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
#pragma once
|
||||
|
||||
#include "../WindowOpenGLDisplayPlugin.h"
|
||||
|
||||
#include <QTimer>
|
||||
|
||||
#include <OVR_CAPI.h>
|
||||
|
||||
class OculusLegacyDisplayPlugin : public WindowOpenGLDisplayPlugin {
|
||||
public:
|
||||
OculusLegacyDisplayPlugin();
|
||||
virtual bool isSupported() const override;
|
||||
virtual const QString & getName() const override;
|
||||
|
||||
virtual void activate() override;
|
||||
virtual void deactivate() override;
|
||||
|
||||
virtual bool eventFilter(QObject* receiver, QEvent* event) override;
|
||||
virtual int getHmdScreen() const override;
|
||||
|
||||
// Stereo specific methods
|
||||
virtual bool isHmd() const override { return true; }
|
||||
virtual glm::mat4 getProjection(Eye eye, const glm::mat4& baseProjection) const override;
|
||||
virtual glm::uvec2 getRecommendedRenderSize() const override;
|
||||
virtual glm::uvec2 getRecommendedUiSize() const override { return uvec2(1920, 1080); }
|
||||
virtual void resetSensors() override;
|
||||
virtual glm::mat4 getEyePose(Eye eye) const override;
|
||||
virtual glm::mat4 getHeadPose() const override;
|
||||
|
||||
protected:
|
||||
virtual void preRender() override;
|
||||
virtual void preDisplay() override;
|
||||
virtual void display(GLuint finalTexture, const glm::uvec2& sceneSize) override;
|
||||
// Do not perform swap in finish
|
||||
virtual void finishFrame() override;
|
||||
|
||||
private:
|
||||
static const QString NAME;
|
||||
|
||||
float _ipd{ OVR_DEFAULT_IPD };
|
||||
ovrHmd _hmd;
|
||||
unsigned int _frameIndex;
|
||||
ovrTrackingState _trackingState;
|
||||
ovrEyeRenderDesc _eyeRenderDescs[2];
|
||||
ovrPosef _eyePoses[2];
|
||||
ovrVector3f _eyeOffsets[2];
|
||||
ovrFovPort _eyeFovs[2];
|
||||
mat4 _eyeProjections[3];
|
||||
mat4 _compositeEyeProjections[2];
|
||||
uvec2 _desiredFramebufferSize;
|
||||
ovrTexture _eyeTextures[2];
|
||||
mutable int _hmdScreen{ -1 };
|
||||
bool _hswDismissed{ false };
|
||||
};
|
||||
|
||||
|
|
@ -1,37 +0,0 @@
|
|||
//
|
||||
// Created by Bradley Austin Davis on 2015/05/29
|
||||
// Copyright 2015 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
#pragma once
|
||||
|
||||
#include "OculusBaseDisplayPlugin.h"
|
||||
|
||||
#include <QTimer>
|
||||
|
||||
class Oculus_0_5_DisplayPlugin : public OculusBaseDisplayPlugin {
|
||||
public:
|
||||
virtual bool isSupported() const override;
|
||||
virtual const QString & getName() const override;
|
||||
|
||||
virtual void activate() override;
|
||||
virtual void deactivate() override;
|
||||
|
||||
virtual bool eventFilter(QObject* receiver, QEvent* event) override;
|
||||
|
||||
virtual int getHmdScreen() const override;
|
||||
|
||||
protected:
|
||||
virtual void preRender() override;
|
||||
virtual void preDisplay() override;
|
||||
virtual void display(GLuint finalTexture, const glm::uvec2& sceneSize) override;
|
||||
// Do not perform swap in finish
|
||||
virtual void finishFrame() override;
|
||||
|
||||
private:
|
||||
static const QString NAME;
|
||||
};
|
||||
|
||||
|
|
@ -1,41 +0,0 @@
|
|||
//
|
||||
// Created by Bradley Austin Davis on 2015/05/29
|
||||
// Copyright 2015 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
#pragma once
|
||||
|
||||
#include "OculusBaseDisplayPlugin.h"
|
||||
|
||||
#include <QTimer>
|
||||
|
||||
class OffscreenGlCanvas;
|
||||
struct SwapFramebufferWrapper;
|
||||
struct MirrorFramebufferWrapper;
|
||||
|
||||
using SwapFboPtr = QSharedPointer<SwapFramebufferWrapper>;
|
||||
using MirrorFboPtr = QSharedPointer<MirrorFramebufferWrapper>;
|
||||
|
||||
class Oculus_0_6_DisplayPlugin : public OculusBaseDisplayPlugin {
|
||||
public:
|
||||
virtual bool isSupported() const override;
|
||||
virtual const QString & getName() const override;
|
||||
|
||||
virtual void activate() override;
|
||||
virtual void deactivate() override;
|
||||
|
||||
|
||||
virtual bool eventFilter(QObject* receiver, QEvent* event) override;
|
||||
|
||||
protected:
|
||||
virtual void display(GLuint finalTexture, const glm::uvec2& sceneSize) override;
|
||||
virtual void customizeContext() override;
|
||||
// Do not perform swap in finish
|
||||
virtual void finishFrame() override;
|
||||
|
||||
private:
|
||||
static const QString NAME;
|
||||
};
|
||||
|
|
@ -128,7 +128,7 @@ void OpenVrDisplayPlugin::activate() {
|
|||
delete[] buffer;
|
||||
}
|
||||
Q_ASSERT(unSize <= 1);
|
||||
MainWindowOpenGLDisplayPlugin::activate();
|
||||
WindowOpenGLDisplayPlugin::activate();
|
||||
}
|
||||
|
||||
void OpenVrDisplayPlugin::deactivate() {
|
||||
|
@ -141,7 +141,7 @@ void OpenVrDisplayPlugin::deactivate() {
|
|||
_hmd = nullptr;
|
||||
}
|
||||
_compositor = nullptr;
|
||||
MainWindowOpenGLDisplayPlugin::deactivate();
|
||||
WindowOpenGLDisplayPlugin::deactivate();
|
||||
}
|
||||
|
||||
uvec2 OpenVrDisplayPlugin::getRecommendedRenderSize() const {
|
||||
|
@ -149,19 +149,19 @@ uvec2 OpenVrDisplayPlugin::getRecommendedRenderSize() const {
|
|||
}
|
||||
|
||||
mat4 OpenVrDisplayPlugin::getProjection(Eye eye, const mat4& baseProjection) const {
|
||||
// FIXME hack to ensure that we don't crash trying to get the combined matrix
|
||||
if (eye == Mono) {
|
||||
eye = Left;
|
||||
}
|
||||
return _eyesData[eye]._projectionMatrix;
|
||||
}
|
||||
|
||||
glm::mat4 OpenVrDisplayPlugin::getModelview(Eye eye, const mat4& baseModelview) const {
|
||||
return baseModelview * getEyePose(eye);
|
||||
}
|
||||
|
||||
void OpenVrDisplayPlugin::resetSensors() {
|
||||
_sensorResetMat = glm::inverse(cancelOutRollAndPitch(_trackedDevicePoseMat4[0]));
|
||||
}
|
||||
|
||||
glm::mat4 OpenVrDisplayPlugin::getEyePose(Eye eye) const {
|
||||
return getHeadPose() * _eyesData[eye]._eyeOffset;
|
||||
return _eyesData[eye]._eyeOffset * getHeadPose();
|
||||
}
|
||||
|
||||
glm::mat4 OpenVrDisplayPlugin::getHeadPose() const {
|
||||
|
@ -169,7 +169,7 @@ glm::mat4 OpenVrDisplayPlugin::getHeadPose() const {
|
|||
}
|
||||
|
||||
void OpenVrDisplayPlugin::customizeContext() {
|
||||
MainWindowOpenGLDisplayPlugin::customizeContext();
|
||||
WindowOpenGLDisplayPlugin::customizeContext();
|
||||
}
|
||||
|
||||
void OpenVrDisplayPlugin::display(GLuint finalTexture, const glm::uvec2& sceneSize) {
|
||||
|
|
|
@ -11,9 +11,9 @@
|
|||
|
||||
#if defined(Q_OS_WIN)
|
||||
|
||||
#include "../MainWindowOpenGLDisplayPlugin.h"
|
||||
#include "../WindowOpenGLDisplayPlugin.h"
|
||||
|
||||
class OpenVrDisplayPlugin : public MainWindowOpenGLDisplayPlugin {
|
||||
class OpenVrDisplayPlugin : public WindowOpenGLDisplayPlugin {
|
||||
public:
|
||||
virtual bool isSupported() const override;
|
||||
virtual const QString & getName() const override;
|
||||
|
@ -27,7 +27,6 @@ public:
|
|||
|
||||
// Stereo specific methods
|
||||
virtual glm::mat4 getProjection(Eye eye, const glm::mat4& baseProjection) const override;
|
||||
virtual glm::mat4 getModelview(Eye eye, const glm::mat4& baseModelview) const override;
|
||||
virtual void resetSensors() override;
|
||||
|
||||
virtual glm::mat4 getEyePose(Eye eye) const override;
|
||||
|
|
|
@ -10,14 +10,19 @@
|
|||
|
||||
#include <QApplication>
|
||||
#include <QDesktopWidget>
|
||||
#include <QScreen>
|
||||
|
||||
#include <GlWindow.h>
|
||||
#include <ViewFrustum.h>
|
||||
#include <MatrixStack.h>
|
||||
|
||||
#include <gpu/GLBackend.h>
|
||||
#include <plugins/PluginContainer.h>
|
||||
|
||||
const QString SideBySideStereoDisplayPlugin::NAME("SBS Stereo Display");
|
||||
const QString SideBySideStereoDisplayPlugin::NAME("3D TV - Side by Side Stereo");
|
||||
|
||||
static const QString MENU_PATH = "Display";
|
||||
static const QString FULLSCREEN = "Fullscreen";
|
||||
|
||||
const QString & SideBySideStereoDisplayPlugin::getName() const {
|
||||
return NAME;
|
||||
|
@ -26,3 +31,20 @@ const QString & SideBySideStereoDisplayPlugin::getName() const {
|
|||
SideBySideStereoDisplayPlugin::SideBySideStereoDisplayPlugin() {
|
||||
}
|
||||
|
||||
void SideBySideStereoDisplayPlugin::activate() {
|
||||
CONTAINER->addMenu(MENU_PATH);
|
||||
CONTAINER->addMenuItem(MENU_PATH, FULLSCREEN,
|
||||
[this](bool clicked) {
|
||||
if (clicked) {
|
||||
CONTAINER->setFullscreen(getFullscreenTarget());
|
||||
} else {
|
||||
CONTAINER->unsetFullscreen();
|
||||
}
|
||||
}, true, false);
|
||||
StereoDisplayPlugin::activate();
|
||||
}
|
||||
|
||||
// FIXME target the screen the window is currently on
|
||||
QScreen* SideBySideStereoDisplayPlugin::getFullscreenTarget() {
|
||||
return qApp->primaryScreen();
|
||||
}
|
||||
|
|
|
@ -9,11 +9,15 @@
|
|||
|
||||
#include "StereoDisplayPlugin.h"
|
||||
|
||||
class QScreen;
|
||||
|
||||
class SideBySideStereoDisplayPlugin : public StereoDisplayPlugin {
|
||||
Q_OBJECT
|
||||
public:
|
||||
SideBySideStereoDisplayPlugin();
|
||||
virtual const QString & getName() const override;
|
||||
virtual const QString& getName() const override;
|
||||
virtual void activate() override;
|
||||
private:
|
||||
QScreen* getFullscreenTarget();
|
||||
static const QString NAME;
|
||||
};
|
||||
|
|
|
@ -29,6 +29,8 @@ const float DEFAULT_IPD = 0.064f;
|
|||
const float HALF_DEFAULT_IPD = DEFAULT_IPD / 2.0f;
|
||||
|
||||
glm::mat4 StereoDisplayPlugin::getProjection(Eye eye, const glm::mat4& baseProjection) const {
|
||||
// FIXME check for mono eye and provide a combined matrix, needed for proper
|
||||
// culling
|
||||
// Refer to http://www.nvidia.com/content/gtc-2010/pdfs/2010_gtc2010.pdf on creating
|
||||
// stereo projection matrices. Do NOT use "toe-in", use translation.
|
||||
|
||||
|
@ -42,16 +44,18 @@ glm::mat4 StereoDisplayPlugin::getProjection(Eye eye, const glm::mat4& baseProje
|
|||
return glm::translate(baseProjection, vec3(frustumshift, 0, 0));
|
||||
}
|
||||
|
||||
glm::mat4 StereoDisplayPlugin::getModelview(Eye eye, const glm::mat4& baseModelview) const {
|
||||
glm::mat4 StereoDisplayPlugin::getEyePose(Eye eye) const {
|
||||
float modelviewShift = HALF_DEFAULT_IPD;
|
||||
if (eye == Left) {
|
||||
modelviewShift = -modelviewShift;
|
||||
}
|
||||
return baseModelview * glm::translate(mat4(), vec3(modelviewShift, 0, 0));
|
||||
return glm::translate(mat4(), vec3(modelviewShift, 0, 0));
|
||||
}
|
||||
|
||||
void StereoDisplayPlugin::activate() {
|
||||
WindowOpenGLDisplayPlugin::activate();
|
||||
CONTAINER->setFullscreen(qApp->primaryScreen());
|
||||
// FIXME there is a bug in the fullscreen setting, see
|
||||
// Application::setFullscreen
|
||||
//CONTAINER->setFullscreen(qApp->primaryScreen());
|
||||
// FIXME Add menu items
|
||||
}
|
||||
|
|
|
@ -7,9 +7,9 @@
|
|||
//
|
||||
#pragma once
|
||||
|
||||
#include "../MainWindowOpenGLDisplayPlugin.h"
|
||||
#include "../WindowOpenGLDisplayPlugin.h"
|
||||
|
||||
class StereoDisplayPlugin : public MainWindowOpenGLDisplayPlugin {
|
||||
class StereoDisplayPlugin : public WindowOpenGLDisplayPlugin {
|
||||
Q_OBJECT
|
||||
public:
|
||||
StereoDisplayPlugin();
|
||||
|
@ -19,6 +19,8 @@ public:
|
|||
virtual void activate() override;
|
||||
|
||||
virtual glm::mat4 getProjection(Eye eye, const glm::mat4& baseProjection) const override;
|
||||
virtual glm::mat4 getModelview(Eye eye, const glm::mat4& baseModelview) const override;
|
||||
virtual glm::mat4 getEyePose(Eye eye) const override;
|
||||
|
||||
protected:
|
||||
float _ipd{ 0.064f };
|
||||
};
|
||||
|
|
|
@ -288,3 +288,18 @@ void Batch::resetStages() {
|
|||
ADD_COMMAND(resetStages);
|
||||
}
|
||||
|
||||
void Batch::enableStereo(bool enable) {
|
||||
_enableStereo = enable;
|
||||
}
|
||||
|
||||
bool Batch::isStereoEnabled() const {
|
||||
return _enableStereo;
|
||||
}
|
||||
|
||||
void Batch::enableSkybox(bool enable) {
|
||||
_enableSkybox = enable;
|
||||
}
|
||||
|
||||
bool Batch::isSkyboxEnabled() const {
|
||||
return _enableSkybox;
|
||||
}
|
|
@ -26,7 +26,7 @@
|
|||
ProfileRange(const char *name);
|
||||
~ProfileRange();
|
||||
};
|
||||
#define PROFILE_RANGE(name) ProfileRange profileRangeThis(name);
|
||||
#define PROFILE_RANGE(name) ProfileRange profileRangeThis(name);
|
||||
#else
|
||||
#define PROFILE_RANGE(name)
|
||||
#endif
|
||||
|
@ -47,6 +47,19 @@ public:
|
|||
~Batch();
|
||||
|
||||
void clear();
|
||||
|
||||
// Batches may need to override the context level stereo settings
|
||||
// if they're performing framebuffer copy operations, like the
|
||||
// deferred lighting resolution mechanism
|
||||
void enableStereo(bool enable = true);
|
||||
bool isStereoEnabled() const;
|
||||
|
||||
// Stereo batches will pre-translate the view matrix, but this isn't
|
||||
// appropriate for skyboxes or other things intended to be drawn at
|
||||
// infinite distance, so provide a mechanism to render in stereo
|
||||
// without the pre-translation of the view.
|
||||
void enableSkybox(bool enable = true);
|
||||
bool isSkyboxEnabled() const;
|
||||
|
||||
// Drawcalls
|
||||
void draw(Primitive primitiveType, uint32 numVertices, uint32 startVertex = 0);
|
||||
|
@ -276,6 +289,9 @@ public:
|
|||
FramebufferCaches _framebuffers;
|
||||
QueryCaches _queries;
|
||||
|
||||
bool _enableStereo{ true };
|
||||
bool _enableSkybox{ false };
|
||||
|
||||
protected:
|
||||
};
|
||||
|
||||
|
|
|
@ -40,6 +40,18 @@ void Context::render(Batch& batch) {
|
|||
_backend->render(batch);
|
||||
}
|
||||
|
||||
void Context::enableStereo(bool enable) {
|
||||
_backend->enableStereo(enable);
|
||||
}
|
||||
|
||||
void Context::setStereoProjections(const mat4 eyeProjections[2]) {
|
||||
_backend->setStereoProjections(eyeProjections);
|
||||
}
|
||||
|
||||
void Context::setStereoViews(const mat4 eyeViews[2]) {
|
||||
_backend->setStereoViews(eyeViews);
|
||||
}
|
||||
|
||||
void Context::syncCache() {
|
||||
PROFILE_RANGE(__FUNCTION__);
|
||||
_backend->syncCache();
|
||||
|
@ -49,3 +61,26 @@ void Context::downloadFramebuffer(const FramebufferPointer& srcFramebuffer, cons
|
|||
_backend->downloadFramebuffer(srcFramebuffer, region, destImage);
|
||||
}
|
||||
|
||||
const Backend::TransformCamera& Backend::TransformCamera::recomputeDerived() const {
|
||||
_projectionInverse = glm::inverse(_projection);
|
||||
_viewInverse = glm::inverse(_view);
|
||||
|
||||
Mat4 viewUntranslated = _view;
|
||||
viewUntranslated[3] = Vec4(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
_projectionViewUntranslated = _projection * viewUntranslated;
|
||||
return *this;
|
||||
}
|
||||
|
||||
Backend::TransformCamera Backend::TransformCamera::getEyeCamera(int eye, const StereoState& _stereo) const {
|
||||
TransformCamera result = *this;
|
||||
if (!_stereo._skybox) {
|
||||
result._view = _stereo._eyeViews[eye] * result._view;
|
||||
} else {
|
||||
glm::mat4 skyboxView = _stereo._eyeViews[eye];
|
||||
skyboxView[3] = vec4(0, 0, 0, 1);
|
||||
result._view = skyboxView * result._view;
|
||||
}
|
||||
result._projection = _stereo._eyeProjections[eye];
|
||||
result.recomputeDerived();
|
||||
return result;
|
||||
}
|
||||
|
|
|
@ -14,6 +14,8 @@
|
|||
#include <assert.h>
|
||||
#include <mutex>
|
||||
|
||||
#include <GLMHelpers.h>
|
||||
|
||||
#include "Batch.h"
|
||||
|
||||
#include "Resource.h"
|
||||
|
@ -25,28 +27,58 @@ class QImage;
|
|||
|
||||
namespace gpu {
|
||||
|
||||
struct StereoState {
|
||||
bool _enable{ false };
|
||||
bool _skybox{ false };
|
||||
// 0 for left eye, 1 for right eye
|
||||
uint8_t _pass{ 0 };
|
||||
mat4 _eyeViews[2];
|
||||
mat4 _eyeProjections[2];
|
||||
};
|
||||
|
||||
class Backend {
|
||||
public:
|
||||
virtual~ Backend() {};
|
||||
|
||||
virtual void render(Batch& batch) = 0;
|
||||
virtual void enableStereo(bool enable) {
|
||||
_stereo._enable = enable;
|
||||
}
|
||||
|
||||
void setStereoProjections(const mat4 eyeProjections[2]) {
|
||||
for (int i = 0; i < 2; ++i) {
|
||||
_stereo._eyeProjections[i] = eyeProjections[i];
|
||||
}
|
||||
}
|
||||
|
||||
void setStereoViews(const mat4 views[2]) {
|
||||
for (int i = 0; i < 2; ++i) {
|
||||
_stereo._eyeViews[i] = views[i];
|
||||
}
|
||||
}
|
||||
|
||||
virtual void syncCache() = 0;
|
||||
virtual void downloadFramebuffer(const FramebufferPointer& srcFramebuffer, const Vec4i& region, QImage& destImage) = 0;
|
||||
|
||||
// UBO class... layout MUST match the layout in TransformCamera.slh
|
||||
class TransformObject {
|
||||
public:
|
||||
Mat4 _model;
|
||||
Mat4 _modelInverse;
|
||||
};
|
||||
|
||||
// UBO class... layout MUST match the layout in TransformCamera.slh
|
||||
class TransformCamera {
|
||||
public:
|
||||
Mat4 _view;
|
||||
Mat4 _viewInverse;
|
||||
Mat4 _projectionViewUntranslated;
|
||||
mutable Mat4 _viewInverse;
|
||||
mutable Mat4 _projectionViewUntranslated;
|
||||
Mat4 _projection;
|
||||
Mat4 _projectionInverse;
|
||||
mutable Mat4 _projectionInverse;
|
||||
Vec4 _viewport; // Public value is int but float in the shader to stay in floats for all the transform computations.
|
||||
|
||||
const Backend::TransformCamera& recomputeDerived() const;
|
||||
TransformCamera getEyeCamera(int eye, const StereoState& stereo) const;
|
||||
};
|
||||
|
||||
template< typename T >
|
||||
|
@ -113,7 +145,7 @@ public:
|
|||
}
|
||||
|
||||
protected:
|
||||
|
||||
StereoState _stereo;
|
||||
};
|
||||
|
||||
class Context {
|
||||
|
@ -136,7 +168,9 @@ public:
|
|||
~Context();
|
||||
|
||||
void render(Batch& batch);
|
||||
|
||||
void enableStereo(bool enable = true);
|
||||
void setStereoProjections(const mat4 eyeProjections[2]);
|
||||
void setStereoViews(const mat4 eyeViews[2]);
|
||||
void syncCache();
|
||||
|
||||
// Downloading the Framebuffer is a synchronous action that is not efficient.
|
||||
|
|
77
libraries/gpu/src/gpu/Forward.h
Normal file
77
libraries/gpu/src/gpu/Forward.h
Normal file
|
@ -0,0 +1,77 @@
|
|||
//
|
||||
// Created by Bradley Austin Davis on 2015/08/15
|
||||
// Copyright 2015 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
#pragma once
|
||||
#ifndef hifi_gpu_Forward_h
|
||||
#define hifi_gpu_Forward_h
|
||||
|
||||
namespace gpu {
|
||||
class Batch;
|
||||
class Backend;
|
||||
class Context;
|
||||
typedef std::shared_ptr<Context> ContextPointer;
|
||||
class GPUObject;
|
||||
|
||||
typedef int Stamp;
|
||||
typedef uint32_t uint32;
|
||||
typedef int32_t int32;
|
||||
typedef uint16_t uint16;
|
||||
typedef int16_t int16;
|
||||
typedef uint8_t uint8;
|
||||
typedef int8_t int8;
|
||||
|
||||
typedef uint8 Byte;
|
||||
typedef uint32 Offset;
|
||||
typedef std::vector<Offset> Offsets;
|
||||
|
||||
typedef glm::mat4 Mat4;
|
||||
typedef glm::mat3 Mat3;
|
||||
typedef glm::vec4 Vec4;
|
||||
typedef glm::ivec4 Vec4i;
|
||||
typedef glm::vec3 Vec3;
|
||||
typedef glm::vec2 Vec2;
|
||||
typedef glm::ivec2 Vec2i;
|
||||
typedef glm::uvec2 Vec2u;
|
||||
|
||||
class Element;
|
||||
typedef Element Format;
|
||||
class Swapchain;
|
||||
typedef std::shared_ptr<Swapchain> SwapchainPointer;
|
||||
class Framebuffer;
|
||||
typedef std::shared_ptr<Framebuffer> FramebufferPointer;
|
||||
class Pipeline;
|
||||
typedef std::shared_ptr<Pipeline> PipelinePointer;
|
||||
typedef std::vector<PipelinePointer> Pipelines;
|
||||
class Query;
|
||||
typedef std::shared_ptr<Query> QueryPointer;
|
||||
typedef std::vector<QueryPointer> Queries;
|
||||
class Resource;
|
||||
class Buffer;
|
||||
typedef std::shared_ptr<Buffer> BufferPointer;
|
||||
typedef std::vector<BufferPointer> Buffers;
|
||||
class BufferView;
|
||||
class Shader;
|
||||
typedef Shader::Pointer ShaderPointer;
|
||||
typedef std::vector<ShaderPointer> Shaders;
|
||||
class State;
|
||||
typedef std::shared_ptr<State> StatePointer;
|
||||
typedef std::vector<StatePointer> States;
|
||||
class Stream;
|
||||
class BufferStream;
|
||||
typedef std::shared_ptr<BufferStream> BufferStreamPointer;
|
||||
class Texture;
|
||||
class SphericalHarmonics;
|
||||
typedef std::shared_ptr<SphericalHarmonics> SHPointer;
|
||||
class Sampler;
|
||||
class Texture;
|
||||
typedef std::shared_ptr<Texture> TexturePointer;
|
||||
typedef std::vector<TexturePointer> Textures;
|
||||
class TextureView;
|
||||
typedef std::vector<TextureView> TextureViews;
|
||||
}
|
||||
|
||||
#endif
|
|
@ -127,39 +127,29 @@ void GLBackend::renderPassTransfer(Batch& batch) {
|
|||
const Batch::Commands::value_type* command = batch.getCommands().data();
|
||||
const Batch::CommandOffsets::value_type* offset = batch.getCommandOffsets().data();
|
||||
|
||||
_transform._cameraTransforms.resize(0);
|
||||
_transform._cameraTransforms.push_back(TransformCamera());
|
||||
// Reset the transform buffers
|
||||
_transform._cameras.resize(0);
|
||||
_transform._cameraOffsets.clear();
|
||||
_transform._cameraOffsets.push_back(TransformStageState::Pair(0, 0));
|
||||
|
||||
_transform._objectTransforms.push_back(TransformObject());
|
||||
_transform._objectOffsets.push_back(TransformStageState::Pair(0, 0));
|
||||
_transform._objects.resize(0);
|
||||
_transform._objectOffsets.clear();
|
||||
_transform._objectTransforms.resize(0);
|
||||
|
||||
_commandIndex = 0;
|
||||
preUpdateTransform();
|
||||
|
||||
int drawCount = 0;
|
||||
for (_commandIndex = 0; _commandIndex < numCommands; ++_commandIndex) {
|
||||
switch (*command) {
|
||||
case Batch::COMMAND_draw:
|
||||
case Batch::COMMAND_drawIndexed:
|
||||
case Batch::COMMAND_drawInstanced:
|
||||
case Batch::COMMAND_drawIndexedInstanced:
|
||||
preUpdateTransform();
|
||||
++drawCount;
|
||||
_transform.preUpdate(_commandIndex, _stereo);
|
||||
break;
|
||||
|
||||
case Batch::COMMAND_setModelTransform:
|
||||
case Batch::COMMAND_setViewportTransform:
|
||||
case Batch::COMMAND_setViewTransform:
|
||||
case Batch::COMMAND_setProjectionTransform:
|
||||
{
|
||||
case Batch::COMMAND_setProjectionTransform: {
|
||||
CommandCall call = _commandCalls[(*command)];
|
||||
(this->*(call))(batch, *offset);
|
||||
break;
|
||||
}
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
|
@ -167,44 +157,31 @@ void GLBackend::renderPassTransfer(Batch& batch) {
|
|||
command++;
|
||||
offset++;
|
||||
}
|
||||
|
||||
|
||||
static QByteArray bufferData;
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, _transform._transformCameraBuffer);
|
||||
bufferData.resize(_transform._cameraUboSize * _transform._cameraTransforms.size());
|
||||
for (size_t i = 0; i < _transform._cameraTransforms.size(); ++i) {
|
||||
memcpy(bufferData.data() + (_transform._cameraUboSize * i), &_transform._cameraTransforms[i], sizeof(TransformCamera));
|
||||
}
|
||||
glBufferData(GL_UNIFORM_BUFFER, bufferData.size(), bufferData.data(), GL_DYNAMIC_DRAW);
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, _transform._transformObjectBuffer);
|
||||
bufferData.resize(_transform._objectUboSize * _transform._objectTransforms.size());
|
||||
for (size_t i = 0; i < _transform._objectTransforms.size(); ++i) {
|
||||
memcpy(bufferData.data() + (_transform._objectUboSize * i), &_transform._objectTransforms[i], sizeof(TransformObject));
|
||||
}
|
||||
glBufferData(GL_UNIFORM_BUFFER, bufferData.size(), bufferData.data(), GL_DYNAMIC_DRAW);
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, 0);
|
||||
CHECK_GL_ERROR();
|
||||
_transform.transfer();
|
||||
}
|
||||
|
||||
void GLBackend::renderPassDraw(Batch& batch) {
|
||||
_transform._objectsItr = _transform._objectOffsets.begin();
|
||||
_transform._camerasItr = _transform._cameraOffsets.begin();
|
||||
const size_t numCommands = batch.getCommands().size();
|
||||
const Batch::Commands::value_type* command = batch.getCommands().data();
|
||||
const Batch::CommandOffsets::value_type* offset = batch.getCommandOffsets().data();
|
||||
for (_commandIndex = 0; _commandIndex < numCommands; ++_commandIndex) {
|
||||
switch (*command) {
|
||||
// Ignore these commands on this pass, taken care of in the transfer pass
|
||||
// Note we allow COMMAND_setViewportTransform to occur in both passes
|
||||
// as it both updates the transform object (and thus the uniforms in the
|
||||
// UBO) as well as executes the actual viewport call
|
||||
case Batch::COMMAND_setModelTransform:
|
||||
case Batch::COMMAND_setViewportTransform:
|
||||
case Batch::COMMAND_setViewTransform:
|
||||
case Batch::COMMAND_setProjectionTransform:
|
||||
break;
|
||||
|
||||
default:
|
||||
{
|
||||
default: {
|
||||
CommandCall call = _commandCalls[(*command)];
|
||||
(this->*(call))(batch, *offset);
|
||||
break;
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
command++;
|
||||
|
@ -213,8 +190,33 @@ void GLBackend::renderPassDraw(Batch& batch) {
|
|||
}
|
||||
|
||||
void GLBackend::render(Batch& batch) {
|
||||
renderPassTransfer(batch);
|
||||
renderPassDraw(batch);
|
||||
_stereo._skybox = batch.isSkyboxEnabled();
|
||||
// Allow the batch to override the rendering stereo settings
|
||||
// for things like full framebuffer copy operations (deferred lighting passes)
|
||||
bool savedStereo = _stereo._enable;
|
||||
if (!batch.isStereoEnabled()) {
|
||||
_stereo._enable = false;
|
||||
}
|
||||
|
||||
{
|
||||
PROFILE_RANGE("Transfer");
|
||||
renderPassTransfer(batch);
|
||||
}
|
||||
|
||||
{
|
||||
PROFILE_RANGE(_stereo._enable ? "LeftRender" : "Render");
|
||||
renderPassDraw(batch);
|
||||
}
|
||||
|
||||
if (_stereo._enable) {
|
||||
PROFILE_RANGE("RightRender");
|
||||
_stereo._pass = 1;
|
||||
renderPassDraw(batch);
|
||||
_stereo._pass = 0;
|
||||
}
|
||||
|
||||
// Restore the saved stereo state for the next batch
|
||||
_stereo._enable = savedStereo;
|
||||
}
|
||||
|
||||
bool GLBackend::checkGLError(const char* name) {
|
||||
|
|
|
@ -310,19 +310,22 @@ protected:
|
|||
void killTransform();
|
||||
// Synchronize the state cache of this Backend with the actual real state of the GL Context
|
||||
void syncTransformStateCache();
|
||||
void updateTransform();
|
||||
void preUpdateTransform();
|
||||
void updateTransform() const;
|
||||
void resetTransformStage();
|
||||
struct TransformStageState {
|
||||
TransformObject _transformObject;
|
||||
TransformCamera _transformCamera;
|
||||
|
||||
std::vector<TransformObject> _objectTransforms;
|
||||
std::vector<TransformCamera> _cameraTransforms;
|
||||
struct TransformStageState {
|
||||
using TransformObjects = std::vector<TransformObject>;
|
||||
using TransformCameras = std::vector<TransformCamera>;
|
||||
|
||||
TransformObject _object;
|
||||
TransformCamera _camera;
|
||||
TransformObjects _objects;
|
||||
TransformCameras _cameras;
|
||||
|
||||
size_t _cameraUboSize{ 0 };
|
||||
size_t _objectUboSize{ 0 };
|
||||
GLuint _transformObjectBuffer{ 0 };
|
||||
GLuint _transformCameraBuffer{ 0 };
|
||||
GLuint _objectBuffer{ 0 };
|
||||
GLuint _cameraBuffer{ 0 };
|
||||
Transform _model;
|
||||
Transform _view;
|
||||
Mat4 _projection;
|
||||
|
@ -336,6 +339,12 @@ protected:
|
|||
using List = std::list<Pair>;
|
||||
List _cameraOffsets;
|
||||
List _objectOffsets;
|
||||
mutable List::const_iterator _objectsItr;
|
||||
mutable List::const_iterator _camerasItr;
|
||||
|
||||
void preUpdate(size_t commandIndex, const StereoState& stereo);
|
||||
void update(size_t commandIndex, const StereoState& stereo) const;
|
||||
void transfer() const;
|
||||
} _transform;
|
||||
|
||||
int32_t _uboAlignment{ 0 };
|
||||
|
|
|
@ -198,6 +198,9 @@ void GLBackend::do_setFramebuffer(Batch& batch, uint32 paramOffset) {
|
|||
}
|
||||
|
||||
void GLBackend::do_clearFramebuffer(Batch& batch, uint32 paramOffset) {
|
||||
if (_stereo._enable && !_pipeline._stateCache.scissorEnable) {
|
||||
qWarning("Clear without scissor in stereo mode");
|
||||
}
|
||||
|
||||
uint32 masks = batch._params[paramOffset + 7]._uint;
|
||||
Vec4 color;
|
||||
|
|
|
@ -768,6 +768,12 @@ void GLBackend::do_setStateScissorRect(Batch& batch, uint32 paramOffset) {
|
|||
Vec4i rect;
|
||||
memcpy(&rect, batch.editData(batch._params[paramOffset]._uint), sizeof(Vec4i));
|
||||
|
||||
if (_stereo._enable) {
|
||||
rect.z /= 2;
|
||||
if (_stereo._pass) {
|
||||
rect.x += rect.z;
|
||||
}
|
||||
}
|
||||
glScissor(rect.x, rect.y, rect.z, rect.w);
|
||||
(void) CHECK_GL_ERROR();
|
||||
}
|
||||
|
|
|
@ -33,16 +33,26 @@ void GLBackend::do_setProjectionTransform(Batch& batch, uint32 paramOffset) {
|
|||
void GLBackend::do_setViewportTransform(Batch& batch, uint32 paramOffset) {
|
||||
memcpy(&_transform._viewport, batch.editData(batch._params[paramOffset]._uint), sizeof(Vec4i));
|
||||
|
||||
ivec4& vp = _transform._viewport;
|
||||
|
||||
// Where we assign the GL viewport
|
||||
glViewport(_transform._viewport.x, _transform._viewport.y, _transform._viewport.z, _transform._viewport.w);
|
||||
if (_stereo._enable) {
|
||||
vp.z /= 2;
|
||||
if (_stereo._pass) {
|
||||
vp.x += vp.z;
|
||||
}
|
||||
int i = 0;
|
||||
}
|
||||
|
||||
glViewport(vp.x, vp.y, vp.z, vp.w);
|
||||
|
||||
// The Viewport is tagged invalid because the CameraTransformUBO is not up to date and willl need update on next drawcall
|
||||
_transform._invalidViewport = true;
|
||||
}
|
||||
|
||||
void GLBackend::initTransform() {
|
||||
glGenBuffers(1, &_transform._transformObjectBuffer);
|
||||
glGenBuffers(1, &_transform._transformCameraBuffer);
|
||||
glGenBuffers(1, &_transform._objectBuffer);
|
||||
glGenBuffers(1, &_transform._cameraBuffer);
|
||||
size_t cameraSize = sizeof(TransformCamera);
|
||||
while (_transform._cameraUboSize < cameraSize) {
|
||||
_transform._cameraUboSize += _uboAlignment;
|
||||
|
@ -54,8 +64,8 @@ void GLBackend::initTransform() {
|
|||
}
|
||||
|
||||
void GLBackend::killTransform() {
|
||||
glDeleteBuffers(1, &_transform._transformObjectBuffer);
|
||||
glDeleteBuffers(1, &_transform._transformCameraBuffer);
|
||||
glDeleteBuffers(1, &_transform._objectBuffer);
|
||||
glDeleteBuffers(1, &_transform._cameraBuffer);
|
||||
}
|
||||
|
||||
void GLBackend::syncTransformStateCache() {
|
||||
|
@ -72,73 +82,98 @@ void GLBackend::syncTransformStateCache() {
|
|||
_transform._model.setIdentity();
|
||||
}
|
||||
|
||||
void GLBackend::preUpdateTransform() {
|
||||
void GLBackend::TransformStageState::preUpdate(size_t commandIndex, const StereoState& stereo) {
|
||||
// Check all the dirty flags and update the state accordingly
|
||||
if (_transform._invalidViewport) {
|
||||
_transform._transformCamera._viewport = glm::vec4(_transform._viewport);
|
||||
if (_invalidViewport) {
|
||||
_camera._viewport = glm::vec4(_viewport);
|
||||
}
|
||||
|
||||
if (_transform._invalidProj) {
|
||||
_transform._transformCamera._projection = _transform._projection;
|
||||
_transform._transformCamera._projectionInverse = glm::inverse(_transform._projection);
|
||||
if (_invalidProj) {
|
||||
_camera._projection = _projection;
|
||||
}
|
||||
|
||||
if (_transform._invalidView) {
|
||||
_transform._view.getInverseMatrix(_transform._transformCamera._view);
|
||||
_transform._view.getMatrix(_transform._transformCamera._viewInverse);
|
||||
if (_invalidView) {
|
||||
_view.getInverseMatrix(_camera._view);
|
||||
}
|
||||
|
||||
if (_transform._invalidModel) {
|
||||
_transform._model.getMatrix(_transform._transformObject._model);
|
||||
_transform._model.getInverseMatrix(_transform._transformObject._modelInverse);
|
||||
if (_invalidModel) {
|
||||
_model.getMatrix(_object._model);
|
||||
_model.getInverseMatrix(_object._modelInverse);
|
||||
}
|
||||
|
||||
if (_transform._invalidView || _transform._invalidProj) {
|
||||
Mat4 viewUntranslated = _transform._transformCamera._view;
|
||||
viewUntranslated[3] = Vec4(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
_transform._transformCamera._projectionViewUntranslated = _transform._transformCamera._projection * viewUntranslated;
|
||||
if (_invalidView || _invalidProj || _invalidViewport) {
|
||||
size_t offset = _cameraUboSize * _cameras.size();
|
||||
if (stereo._enable) {
|
||||
_cameraOffsets.push_back(TransformStageState::Pair(commandIndex, offset));
|
||||
for (int i = 0; i < 2; ++i) {
|
||||
_cameras.push_back(_camera.getEyeCamera(i, stereo));
|
||||
}
|
||||
} else {
|
||||
_cameraOffsets.push_back(TransformStageState::Pair(commandIndex, offset));
|
||||
_cameras.push_back(_camera.recomputeDerived());
|
||||
}
|
||||
}
|
||||
|
||||
if (_transform._invalidView || _transform._invalidProj || _transform._invalidViewport) {
|
||||
_transform._cameraOffsets.push_back(TransformStageState::Pair(_commandIndex, _transform._cameraUboSize * _transform._cameraTransforms.size()));
|
||||
_transform._cameraTransforms.push_back(_transform._transformCamera);
|
||||
}
|
||||
|
||||
if (_transform._invalidModel) {
|
||||
_transform._objectOffsets.push_back(TransformStageState::Pair(_commandIndex, _transform._objectUboSize * _transform._objectTransforms.size()));
|
||||
_transform._objectTransforms.push_back(_transform._transformObject);
|
||||
if (_invalidModel) {
|
||||
size_t offset = _objectUboSize * _objects.size();
|
||||
_objectOffsets.push_back(TransformStageState::Pair(commandIndex, offset));
|
||||
_objects.push_back(_object);
|
||||
}
|
||||
|
||||
// Flags are clean
|
||||
_transform._invalidView = _transform._invalidProj = _transform._invalidModel = _transform._invalidViewport = false;
|
||||
_invalidView = _invalidProj = _invalidModel = _invalidViewport = false;
|
||||
}
|
||||
|
||||
void GLBackend::updateTransform() {
|
||||
void GLBackend::TransformStageState::transfer() const {
|
||||
static QByteArray bufferData;
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, _cameraBuffer);
|
||||
bufferData.resize(_cameraUboSize * _cameras.size());
|
||||
for (size_t i = 0; i < _cameras.size(); ++i) {
|
||||
memcpy(bufferData.data() + (_cameraUboSize * i), &_cameras[i], sizeof(TransformCamera));
|
||||
}
|
||||
glBufferData(GL_UNIFORM_BUFFER, bufferData.size(), bufferData.data(), GL_DYNAMIC_DRAW);
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, _objectBuffer);
|
||||
bufferData.resize(_objectUboSize * _objects.size());
|
||||
for (size_t i = 0; i < _objects.size(); ++i) {
|
||||
memcpy(bufferData.data() + (_objectUboSize * i), &_objects[i], sizeof(TransformObject));
|
||||
}
|
||||
glBufferData(GL_UNIFORM_BUFFER, bufferData.size(), bufferData.data(), GL_DYNAMIC_DRAW);
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, 0);
|
||||
CHECK_GL_ERROR();
|
||||
}
|
||||
|
||||
void GLBackend::TransformStageState::update(size_t commandIndex, const StereoState& stereo) const {
|
||||
int offset = -1;
|
||||
while (!_transform._objectOffsets.empty() && _commandIndex >= _transform._objectOffsets.front().first) {
|
||||
offset = _transform._objectOffsets.front().second;
|
||||
_transform._objectOffsets.pop_front();
|
||||
while ((_objectsItr != _objectOffsets.end()) && (commandIndex >= (*_objectsItr).first)) {
|
||||
offset = (*_objectsItr).second;
|
||||
++_objectsItr;
|
||||
}
|
||||
if (offset >= 0) {
|
||||
glBindBufferRange(GL_UNIFORM_BUFFER, TRANSFORM_OBJECT_SLOT,
|
||||
_transform._transformObjectBuffer,
|
||||
offset, sizeof(Backend::TransformObject));
|
||||
glBindBufferRange(GL_UNIFORM_BUFFER, TRANSFORM_OBJECT_SLOT,
|
||||
_objectBuffer, offset, sizeof(Backend::TransformObject));
|
||||
}
|
||||
|
||||
offset = -1;
|
||||
while (!_transform._cameraOffsets.empty() && _commandIndex >= _transform._cameraOffsets.front().first) {
|
||||
offset = _transform._cameraOffsets.front().second;
|
||||
_transform._cameraOffsets.pop_front();
|
||||
while ((_camerasItr != _cameraOffsets.end()) && (commandIndex >= (*_camerasItr).first)) {
|
||||
offset = (*_camerasItr).second;
|
||||
++_camerasItr;
|
||||
}
|
||||
if (offset >= 0) {
|
||||
glBindBufferRange(GL_UNIFORM_BUFFER, TRANSFORM_CAMERA_SLOT,
|
||||
_transform._transformCameraBuffer,
|
||||
offset, sizeof(Backend::TransformCamera));
|
||||
// We include both camera offsets for stereo
|
||||
if (stereo._enable && stereo._pass) {
|
||||
offset += _cameraUboSize;
|
||||
}
|
||||
glBindBufferRange(GL_UNIFORM_BUFFER, TRANSFORM_CAMERA_SLOT,
|
||||
_cameraBuffer, offset, sizeof(Backend::TransformCamera));
|
||||
}
|
||||
|
||||
(void)CHECK_GL_ERROR();
|
||||
}
|
||||
|
||||
void GLBackend::updateTransform() const {
|
||||
_transform.update(_commandIndex, _stereo);
|
||||
}
|
||||
|
||||
void GLBackend::resetTransformStage() {
|
||||
|
||||
}
|
||||
|
|
|
@ -189,7 +189,6 @@ void ViveControllerManager::updateRendering(RenderArgs* args, render::ScenePoint
|
|||
renderHand(rightHand, batch, RIGHT_HAND);
|
||||
}
|
||||
|
||||
args->_context->syncCache();
|
||||
args->_context->render(batch);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -246,6 +246,5 @@ void AmbientOcclusion::run(const render::SceneContextPointer& sceneContext, cons
|
|||
DependencyManager::get<GeometryCache>()->renderQuad(batch, bottomLeft, topRight, texCoordTopLeft, texCoordBottomRight, color);
|
||||
|
||||
// Ready to render
|
||||
args->_context->syncCache();
|
||||
args->_context->render((batch));
|
||||
}
|
||||
|
|
|
@ -225,6 +225,7 @@ void DeferredLightingEffect::addSpotLight(const glm::vec3& position, float radiu
|
|||
|
||||
void DeferredLightingEffect::prepare(RenderArgs* args) {
|
||||
gpu::Batch batch;
|
||||
batch.enableStereo(false);
|
||||
|
||||
batch.setStateScissorRect(args->_viewport);
|
||||
|
||||
|
@ -244,6 +245,9 @@ gpu::FramebufferPointer _copyFBO;
|
|||
void DeferredLightingEffect::render(RenderArgs* args) {
|
||||
gpu::Batch batch;
|
||||
|
||||
// Framebuffer copy operations cannot function as multipass stereo operations.
|
||||
batch.enableStereo(false);
|
||||
|
||||
// perform deferred lighting, rendering to free fbo
|
||||
auto framebufferCache = DependencyManager::get<FramebufferCache>();
|
||||
|
||||
|
@ -555,6 +559,7 @@ void DeferredLightingEffect::render(RenderArgs* args) {
|
|||
|
||||
void DeferredLightingEffect::copyBack(RenderArgs* args) {
|
||||
gpu::Batch batch;
|
||||
batch.enableStereo(false);
|
||||
auto framebufferCache = DependencyManager::get<FramebufferCache>();
|
||||
QSize framebufferSize = framebufferCache->getFrameBufferSize();
|
||||
|
||||
|
|
|
@ -92,17 +92,17 @@ void Environment::resetToDefault() {
|
|||
_data[QUuid()][0];
|
||||
}
|
||||
|
||||
void Environment::renderAtmospheres(gpu::Batch& batch, ViewFrustum& camera) {
|
||||
void Environment::renderAtmospheres(gpu::Batch& batch, ViewFrustum& viewFrustum) {
|
||||
// get the lock for the duration of the call
|
||||
QMutexLocker locker(&_mutex);
|
||||
|
||||
if (_environmentIsOverridden) {
|
||||
renderAtmosphere(batch, camera, _overrideData);
|
||||
renderAtmosphere(batch, viewFrustum, _overrideData);
|
||||
} else {
|
||||
foreach (const ServerData& serverData, _data) {
|
||||
// TODO: do something about EnvironmentData
|
||||
foreach (const EnvironmentData& environmentData, serverData) {
|
||||
renderAtmosphere(batch, camera, environmentData);
|
||||
renderAtmosphere(batch, viewFrustum, environmentData);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -196,15 +196,25 @@ bool Environment::findCapsulePenetration(const glm::vec3& start, const glm::vec3
|
|||
return found;
|
||||
}
|
||||
|
||||
void Environment::renderAtmosphere(gpu::Batch& batch, ViewFrustum& camera, const EnvironmentData& data) {
|
||||
void Environment::renderAtmosphere(gpu::Batch& batch, ViewFrustum& viewFrustum, const EnvironmentData& data) {
|
||||
|
||||
glm::vec3 center = data.getAtmosphereCenter();
|
||||
|
||||
// transform the model transform to the center of our atmosphere
|
||||
Transform transform;
|
||||
transform.setTranslation(center);
|
||||
batch.setModelTransform(transform);
|
||||
|
||||
glm::vec3 relativeCameraPos = camera.getPosition() - center;
|
||||
|
||||
// Make sure our view and projection transforms are correct for our viewFrustum
|
||||
Transform viewTransform;
|
||||
viewFrustum.evalViewTransform(viewTransform);
|
||||
batch.setViewTransform(viewTransform);
|
||||
|
||||
glm::mat4 projMat;
|
||||
viewFrustum.evalProjectionMatrix(projMat);
|
||||
batch.setProjectionTransform(projMat);
|
||||
|
||||
glm::vec3 relativeCameraPos = viewFrustum.getPosition() - center;
|
||||
float height = glm::length(relativeCameraPos);
|
||||
|
||||
// use the appropriate shader depending on whether we're inside or outside
|
||||
|
@ -212,11 +222,11 @@ void Environment::renderAtmosphere(gpu::Batch& batch, ViewFrustum& camera, const
|
|||
if (height < data.getAtmosphereOuterRadius()) {
|
||||
batch.setPipeline(_skyFromAtmosphereProgram);
|
||||
locations = _skyFromAtmosphereUniformLocations;
|
||||
|
||||
} else {
|
||||
batch.setPipeline(_skyFromSpaceProgram);
|
||||
locations = _skyFromSpaceUniformLocations;
|
||||
}
|
||||
|
||||
|
||||
// the constants here are from Sean O'Neil's GPU Gems entry
|
||||
// (http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter16.html), GameEngine.cpp
|
||||
|
|
|
@ -29,7 +29,7 @@ public:
|
|||
|
||||
void init();
|
||||
void resetToDefault();
|
||||
void renderAtmospheres(gpu::Batch& batch, ViewFrustum& camera);
|
||||
void renderAtmospheres(gpu::Batch& batch, ViewFrustum& viewFrustum);
|
||||
|
||||
void override(const EnvironmentData& overrideData) { _overrideData = overrideData; _environmentIsOverridden = true; }
|
||||
void endOverride() { _environmentIsOverridden = false; }
|
||||
|
@ -41,7 +41,7 @@ private:
|
|||
bool findCapsulePenetration(const glm::vec3& start,
|
||||
const glm::vec3& end, float radius, glm::vec3& penetration); // NOTE: Deprecated
|
||||
|
||||
void renderAtmosphere(gpu::Batch& batch, ViewFrustum& camera, const EnvironmentData& data);
|
||||
void renderAtmosphere(gpu::Batch& batch, ViewFrustum& viewFrustum, const EnvironmentData& data);
|
||||
|
||||
bool _initialized;
|
||||
|
||||
|
|
|
@ -35,6 +35,7 @@ void SetupDeferred::run(const SceneContextPointer& sceneContext, const RenderCon
|
|||
auto primaryFbo = DependencyManager::get<FramebufferCache>()->getPrimaryFramebufferDepthColor();
|
||||
|
||||
gpu::Batch batch;
|
||||
batch.enableStereo(false);
|
||||
batch.setFramebuffer(nullptr);
|
||||
batch.setFramebuffer(primaryFbo);
|
||||
|
||||
|
@ -159,6 +160,8 @@ void DrawOpaqueDeferred::run(const SceneContextPointer& sceneContext, const Rend
|
|||
|
||||
RenderArgs* args = renderContext->args;
|
||||
gpu::Batch batch;
|
||||
batch.setViewportTransform(args->_viewport);
|
||||
batch.setStateScissorRect(args->_viewport);
|
||||
args->_batch = &batch;
|
||||
|
||||
renderContext->_numDrawnOpaqueItems = inItems.size();
|
||||
|
@ -188,6 +191,8 @@ void DrawTransparentDeferred::run(const SceneContextPointer& sceneContext, const
|
|||
|
||||
RenderArgs* args = renderContext->args;
|
||||
gpu::Batch batch;
|
||||
batch.setViewportTransform(args->_viewport);
|
||||
batch.setStateScissorRect(args->_viewport);
|
||||
args->_batch = &batch;
|
||||
|
||||
renderContext->_numDrawnTransparentItems = inItems.size();
|
||||
|
@ -247,30 +252,42 @@ void DrawOverlay3D::run(const SceneContextPointer& sceneContext, const RenderCon
|
|||
renderContext->_numFeedOverlay3DItems = inItems.size();
|
||||
renderContext->_numDrawnOverlay3DItems = inItems.size();
|
||||
|
||||
RenderArgs* args = renderContext->args;
|
||||
gpu::Batch batch;
|
||||
args->_batch = &batch;
|
||||
args->_whiteTexture = DependencyManager::get<TextureCache>()->getWhiteTexture();
|
||||
|
||||
glm::mat4 projMat;
|
||||
Transform viewMat;
|
||||
args->_viewFrustum->evalProjectionMatrix(projMat);
|
||||
args->_viewFrustum->evalViewTransform(viewMat);
|
||||
|
||||
batch.setProjectionTransform(projMat);
|
||||
batch.setViewTransform(viewMat);
|
||||
batch.setViewportTransform(args->_viewport);
|
||||
batch.setStateScissorRect(args->_viewport);
|
||||
|
||||
batch.setPipeline(getOpaquePipeline());
|
||||
batch.setResourceTexture(0, args->_whiteTexture);
|
||||
|
||||
if (!inItems.empty()) {
|
||||
batch.clearFramebuffer(gpu::Framebuffer::BUFFER_DEPTH, glm::vec4(), 1.f, 0, true);
|
||||
renderItems(sceneContext, renderContext, inItems, renderContext->_maxDrawnOverlay3DItems);
|
||||
}
|
||||
RenderArgs* args = renderContext->args;
|
||||
|
||||
args->_context->render((*args->_batch));
|
||||
args->_batch = nullptr;
|
||||
args->_whiteTexture.reset();
|
||||
// Clear the framebuffer without stereo
|
||||
// Needs to be distinct from the other batch because using the clear call
|
||||
// while stereo is enabled triggers a warning
|
||||
{
|
||||
gpu::Batch batch;
|
||||
batch.enableStereo(false);
|
||||
batch.clearFramebuffer(gpu::Framebuffer::BUFFER_DEPTH, glm::vec4(), 1.f, 0, true);
|
||||
args->_context->render(batch);
|
||||
}
|
||||
|
||||
// Render the items
|
||||
{
|
||||
gpu::Batch batch;
|
||||
args->_batch = &batch;
|
||||
args->_whiteTexture = DependencyManager::get<TextureCache>()->getWhiteTexture();
|
||||
|
||||
glm::mat4 projMat;
|
||||
Transform viewMat;
|
||||
args->_viewFrustum->evalProjectionMatrix(projMat);
|
||||
args->_viewFrustum->evalViewTransform(viewMat);
|
||||
|
||||
batch.setProjectionTransform(projMat);
|
||||
batch.setViewTransform(viewMat);
|
||||
batch.setViewportTransform(args->_viewport);
|
||||
batch.setStateScissorRect(args->_viewport);
|
||||
|
||||
batch.setPipeline(getOpaquePipeline());
|
||||
batch.setResourceTexture(0, args->_whiteTexture);
|
||||
renderItems(sceneContext, renderContext, inItems, renderContext->_maxDrawnOverlay3DItems);
|
||||
|
||||
args->_context->render((*args->_batch));
|
||||
args->_batch = nullptr;
|
||||
args->_whiteTexture.reset();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -161,8 +161,5 @@ void DrawStatus::run(const SceneContextPointer& sceneContext, const RenderContex
|
|||
batch.draw(gpu::TRIANGLES, 24, 0);
|
||||
}
|
||||
|
||||
// Before rendering the batch make sure we re in sync with gl state
|
||||
args->_context->syncCache();
|
||||
renderContext->args->_context->syncCache();
|
||||
args->_context->render((batch));
|
||||
args->_context->render(batch);
|
||||
}
|
||||
|
|
|
@ -258,6 +258,9 @@ void DrawBackground::run(const SceneContextPointer& sceneContext, const RenderCo
|
|||
}
|
||||
RenderArgs* args = renderContext->args;
|
||||
gpu::Batch batch;
|
||||
batch.enableSkybox(true);
|
||||
batch.setViewportTransform(args->_viewport);
|
||||
batch.setStateScissorRect(args->_viewport);
|
||||
args->_batch = &batch;
|
||||
|
||||
glm::mat4 projMat;
|
||||
|
@ -271,9 +274,6 @@ void DrawBackground::run(const SceneContextPointer& sceneContext, const RenderCo
|
|||
renderItems(sceneContext, renderContext, inItems);
|
||||
args->_context->render((*args->_batch));
|
||||
args->_batch = nullptr;
|
||||
|
||||
// Force the context sync
|
||||
args->_context->syncCache();
|
||||
}
|
||||
|
||||
void ItemMaterialBucketMap::insert(const ItemID& id, const model::MaterialKey& key) {
|
||||
|
|
Loading…
Reference in a new issue