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https://github.com/lubosz/overte.git
synced 2025-04-08 04:42:20 +02:00
fixed ui flipping issue
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parent
9b85c7f1ac
commit
787359fdfb
18 changed files with 31 additions and 79 deletions
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@ -392,13 +392,11 @@ void OpenGLDisplayPlugin::customizeContext() {
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_drawTexturePipeline = gpu::Pipeline::create(gpu::Shader::createProgram(DrawTexture), scissorState);
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_linearToSRGBPipeline = gpu::Pipeline::create(gpu::Shader::createProgram(DrawTextureGammaLinearToSRGB), scissorState);
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_linearToSRGBPipeline = gpu::Pipeline::create(gpu::Shader::createProgram(DrawTextureLinearToSRGB), scissorState);
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_SRGBToLinearPipeline = gpu::Pipeline::create(gpu::Shader::createProgram(DrawTextureGammaSRGBToLinear), scissorState);
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_SRGBToLinearPipeline = gpu::Pipeline::create(gpu::Shader::createProgram(DrawTextureSRGBToLinear), scissorState);
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_hudPipeline = gpu::Pipeline::create(gpu::Shader::createProgram(DrawTexture), blendState);
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_mirrorHUDPipeline = gpu::Pipeline::create(gpu::Shader::createProgram(DrawTextureMirroredX), blendState);
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_hudPipeline = gpu::Pipeline::create(gpu::Shader::createProgram(DrawTextureSRGBToLinear), blendState);
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_cursorPipeline = gpu::Pipeline::create(gpu::Shader::createProgram(DrawTransformedTexture), blendState);
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}
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@ -413,7 +411,6 @@ void OpenGLDisplayPlugin::uncustomizeContext() {
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_SRGBToLinearPipeline.reset();
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_cursorPipeline.reset();
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_hudPipeline.reset();
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_mirrorHUDPipeline.reset();
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_compositeFramebuffer.reset();
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withPresentThreadLock([&] {
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@ -582,17 +579,16 @@ void OpenGLDisplayPlugin::updateFrameData() {
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});
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}
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std::function<void(gpu::Batch&, const gpu::TexturePointer&, bool mirror)> OpenGLDisplayPlugin::getHUDOperator() {
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std::function<void(gpu::Batch&, const gpu::TexturePointer&)> OpenGLDisplayPlugin::getHUDOperator() {
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auto hudPipeline = _hudPipeline;
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auto hudMirrorPipeline = _mirrorHUDPipeline;
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auto hudStereo = isStereo();
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auto hudCompositeFramebufferSize = _compositeFramebuffer->getSize();
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std::array<glm::ivec4, 2> hudEyeViewports;
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for_each_eye([&](Eye eye) {
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hudEyeViewports[eye] = eyeViewport(eye);
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});
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return [=](gpu::Batch& batch, const gpu::TexturePointer& hudTexture, bool mirror) {
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auto pipeline = mirror ? hudMirrorPipeline : hudPipeline;
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return [=](gpu::Batch& batch, const gpu::TexturePointer& hudTexture) {
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auto pipeline = hudPipeline;
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if (pipeline && hudTexture) {
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batch.enableStereo(false);
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batch.setPipeline(pipeline);
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@ -80,7 +80,7 @@ public:
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// Three threads, one for rendering, one for texture transfers, one reserved for the GL driver
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int getRequiredThreadCount() const override { return 3; }
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virtual std::function<void(gpu::Batch&, const gpu::TexturePointer&, bool mirror)> getHUDOperator() override;
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virtual std::function<void(gpu::Batch&, const gpu::TexturePointer&)> getHUDOperator() override;
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void copyTextureToQuickFramebuffer(NetworkTexturePointer source,
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QOpenGLFramebufferObject* target,
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GLsync* fenceSync) override;
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@ -175,7 +175,7 @@ float HmdDisplayPlugin::getLeftCenterPixel() const {
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}
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gpu::PipelinePointer HmdDisplayPlugin::getRenderTexturePipeline() {
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return _SRGBToLinearPipeline;
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return _drawTexturePipeline;
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}
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void HmdDisplayPlugin::internalPresent() {
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@ -417,7 +417,7 @@ void HmdDisplayPlugin::HUDRenderer::build() {
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pipeline = gpu::Pipeline::create(program, state);
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}
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std::function<void(gpu::Batch&, const gpu::TexturePointer&, bool mirror)> HmdDisplayPlugin::HUDRenderer::render() {
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std::function<void(gpu::Batch&, const gpu::TexturePointer&)> HmdDisplayPlugin::HUDRenderer::render() {
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auto hudPipeline = pipeline;
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auto hudFormat = format;
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auto hudVertices = vertices;
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@ -425,7 +425,7 @@ std::function<void(gpu::Batch&, const gpu::TexturePointer&, bool mirror)> HmdDis
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auto hudUniformBuffer = uniformsBuffer;
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auto hudUniforms = uniforms;
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auto hudIndexCount = indexCount;
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return [=](gpu::Batch& batch, const gpu::TexturePointer& hudTexture, bool mirror) {
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return [=](gpu::Batch& batch, const gpu::TexturePointer& hudTexture) {
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if (hudPipeline && hudTexture) {
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batch.setPipeline(hudPipeline);
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@ -440,9 +440,6 @@ std::function<void(gpu::Batch&, const gpu::TexturePointer&, bool mirror)> HmdDis
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auto compositorHelper = DependencyManager::get<CompositorHelper>();
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glm::mat4 modelTransform = compositorHelper->getUiTransform();
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if (mirror) {
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modelTransform = glm::scale(modelTransform, glm::vec3(-1, 1, 1));
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}
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batch.setModelTransform(modelTransform);
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batch.setResourceTexture(0, hudTexture);
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@ -475,7 +472,7 @@ void HmdDisplayPlugin::compositePointer() {
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});
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}
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std::function<void(gpu::Batch&, const gpu::TexturePointer&, bool mirror)> HmdDisplayPlugin::getHUDOperator() {
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std::function<void(gpu::Batch&, const gpu::TexturePointer&)> HmdDisplayPlugin::getHUDOperator() {
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return _hudRenderer.render();
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}
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@ -48,7 +48,7 @@ public:
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void pluginUpdate() override {};
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std::function<void(gpu::Batch&, const gpu::TexturePointer&, bool mirror)> getHUDOperator() override;
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std::function<void(gpu::Batch&, const gpu::TexturePointer&)> getHUDOperator() override;
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virtual StencilMaskMode getStencilMaskMode() const override { return StencilMaskMode::PAINT; }
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virtual gpu::PipelinePointer getRenderTexturePipeline() override;
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@ -125,6 +125,6 @@ private:
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static const int VERTEX_STRIDE { sizeof(Vertex) };
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void build();
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std::function<void(gpu::Batch&, const gpu::TexturePointer&, bool mirror)> render();
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std::function<void(gpu::Batch&, const gpu::TexturePointer&)> render();
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} _hudRenderer;
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};
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@ -2,7 +2,7 @@
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<$VERSION_HEADER$>
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// Generated on <$_SCRIBE_DATE$>
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//
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// DrawTextureGammaLinearToSRGB.frag
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// DrawTextureLinearToSRGB.frag
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//
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// Draw texture 0 fetched at texcoord.xy, and apply linear to sRGB color space conversion
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//
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@ -2,7 +2,7 @@
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<$VERSION_HEADER$>
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// Generated on <$_SCRIBE_DATE$>
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//
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// DrawTextureMirroredX.frag
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// DrawTextureSRGBToLinearMirroredX.frag
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//
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// Draw texture 0 fetched at (1.0 - texcoord.x, texcoord.y)
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//
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@ -13,6 +13,7 @@
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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 gpu/Color.slh@>
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LAYOUT(binding=0) uniform sampler2D colorMap;
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@ -20,5 +21,5 @@ layout(location=0) in vec2 varTexCoord0;
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layout(location=0) out vec4 outFragColor;
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void main(void) {
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outFragColor = texture(colorMap, vec2(1.0 - varTexCoord0.x, varTexCoord0.y));
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outFragColor = vec4(texture(colorMap, vec2(1.0 - varTexCoord0.x, varTexCoord0.y)).xyz, 1.0);
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}
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@ -1 +1 @@
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VERTEX DrawUnitQuadTexcoord
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VERTEX DrawTransformUnitQuad
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@ -14,8 +14,6 @@
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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 gpu/ShaderConstants.h@>
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LAYOUT(binding=0) uniform sampler2D colorMap;
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layout(location=0) in vec2 varTexCoord0;
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@ -2,7 +2,7 @@
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<$VERSION_HEADER$>
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// Generated on <$_SCRIBE_DATE$>
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//
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// DrawTextureGammaSRGBToLinear.frag
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// DrawTextureSRGBToLinear.frag
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//
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// Draw texture 0 fetched at texcoord.xy, and apply sRGB to Linear color space conversion
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//
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@ -210,7 +210,7 @@ public:
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// for updating plugin-related commands. Mimics the input plugin.
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virtual void pluginUpdate() = 0;
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virtual std::function<void(gpu::Batch&, const gpu::TexturePointer&, bool mirror)> getHUDOperator() { return nullptr; }
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virtual std::function<void(gpu::Batch&, const gpu::TexturePointer&)> getHUDOperator() { return nullptr; }
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virtual StencilMaskMode getStencilMaskMode() const { return StencilMaskMode::NONE; }
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using StencilMaskMeshOperator = std::function<void(gpu::Batch&)>;
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virtual StencilMaskMeshOperator getStencilMaskMeshOperator() { return nullptr; }
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@ -128,52 +128,11 @@ void Blit::run(const RenderContextPointer& renderContext, const gpu::Framebuffer
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gpu::doInBatch("Blit", renderArgs->_context, [&](gpu::Batch& batch) {
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batch.setFramebuffer(blitFbo);
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if (renderArgs->_renderMode == RenderArgs::MIRROR_RENDER_MODE) {
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if (renderArgs->isStereo()) {
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gpu::Vec4i srcRectLeft;
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srcRectLeft.z = width / 2;
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srcRectLeft.w = height;
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gpu::Vec4i rect;
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rect.z = width;
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rect.w = height;
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gpu::Vec4i srcRectRight;
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srcRectRight.x = width / 2;
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srcRectRight.z = width;
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srcRectRight.w = height;
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gpu::Vec4i destRectLeft;
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destRectLeft.x = srcRectLeft.z;
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destRectLeft.z = srcRectLeft.x;
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destRectLeft.y = srcRectLeft.y;
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destRectLeft.w = srcRectLeft.w;
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gpu::Vec4i destRectRight;
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destRectRight.x = srcRectRight.z;
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destRectRight.z = srcRectRight.x;
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destRectRight.y = srcRectRight.y;
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destRectRight.w = srcRectRight.w;
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// Blit left to right and right to left in stereo
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batch.blit(primaryFbo, srcRectRight, blitFbo, destRectLeft);
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batch.blit(primaryFbo, srcRectLeft, blitFbo, destRectRight);
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} else {
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gpu::Vec4i srcRect;
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srcRect.z = width;
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srcRect.w = height;
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gpu::Vec4i destRect;
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destRect.x = width;
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destRect.y = 0;
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destRect.z = 0;
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destRect.w = height;
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batch.blit(primaryFbo, srcRect, blitFbo, destRect);
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}
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} else {
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gpu::Vec4i rect;
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rect.z = width;
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rect.w = height;
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batch.blit(primaryFbo, rect, blitFbo, rect);
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}
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batch.blit(primaryFbo, rect, blitFbo, rect);
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});
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}
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@ -144,9 +144,9 @@ void RenderForwardTask::build(JobModel& task, const render::Varying& input, rend
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// Just resolve the msaa
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const auto resolveInputs = ResolveFramebuffer::Inputs(scaledPrimaryFramebuffer, static_cast<gpu::FramebufferPointer>(nullptr)).asVarying();
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const auto resolvedFramebuffer = task.addJob<ResolveFramebuffer>("Resolve", resolveInputs);
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const auto resolvedFramebuffer = task.addJob<ResolveFramebuffer>("Resolve", resolveInputs);
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const auto toneMappedBuffer = resolvedFramebuffer;
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const auto toneMappedBuffer = resolvedFramebuffer;
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#else
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const auto newResolvedFramebuffer = task.addJob<NewOrDefaultFramebuffer>("MakeResolvingFramebuffer");
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@ -34,7 +34,7 @@ void CompositeHUD::run(const RenderContextPointer& renderContext, const gpu::Fra
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batch.setFramebuffer(inputs);
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}
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if (renderContext->args->_hudOperator) {
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renderContext->args->_hudOperator(batch, renderContext->args->_hudTexture, renderContext->args->_renderMode == RenderArgs::RenderMode::MIRROR_RENDER_MODE);
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renderContext->args->_hudOperator(batch, renderContext->args->_hudTexture);
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}
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});
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#endif
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@ -12,6 +12,7 @@
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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 render-utils/ShaderConstants.h@>
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<@include gpu/Color.slh@>
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LAYOUT(binding=0) uniform sampler2D hudTexture;
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@ -36,5 +37,5 @@ void main() {
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discard;
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}
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fragColor0 = color;
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fragColor0 = color_sRGBAToLinear(color);
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}
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@ -136,7 +136,7 @@ namespace render {
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render::ScenePointer _scene;
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int8_t _cameraMode { -1 };
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std::function<void(gpu::Batch&, const gpu::TexturePointer&, bool mirror)> _hudOperator { nullptr };
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std::function<void(gpu::Batch&, const gpu::TexturePointer&)> _hudOperator { nullptr };
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gpu::TexturePointer _hudTexture { nullptr };
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bool _takingSnapshot { false };
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@ -163,7 +163,7 @@ void OculusDisplayPlugin::hmdPresent() {
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batch.setStateScissorRect(ivec4(uvec2(), _outputFramebuffer->getSize()));
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batch.resetViewTransform();
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batch.setProjectionTransform(mat4());
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batch.setPipeline(_SRGBToLinearPipeline);
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batch.setPipeline(_drawTexturePipeline);
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batch.setResourceTexture(0, _compositeFramebuffer->getRenderBuffer(0));
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batch.draw(gpu::TRIANGLE_STRIP, 4);
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});
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