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https://github.com/lubosz/overte.git
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Merging with upstream master/graphics
This commit is contained in:
commit
e70ab472af
8 changed files with 107 additions and 75 deletions
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@ -1150,7 +1150,7 @@ void Application::paintGL() {
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if (Menu::getInstance()->isOptionChecked(MenuOption::Mirror)) {
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PerformanceTimer perfTimer("Mirror");
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auto primaryFbo = DependencyManager::get<FramebufferCache>()->getPrimaryFramebufferDepthColor();
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auto primaryFbo = DependencyManager::get<FramebufferCache>()->getPrimaryFramebuffer();
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renderArgs._renderMode = RenderArgs::MIRROR_RENDER_MODE;
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renderRearViewMirror(&renderArgs, _mirrorViewRect);
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@ -1231,15 +1231,28 @@ void Application::paintGL() {
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}
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} else if (_myCamera.getMode() == CAMERA_MODE_MIRROR) {
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if (isHMDMode()) {
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auto mirrorBodyOrientation = myAvatar->getWorldAlignedOrientation() * glm::quat(glm::vec3(0.0f, PI + _rotateMirror, 0.0f));
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glm::quat hmdRotation = extractRotation(myAvatar->getHMDSensorMatrix());
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_myCamera.setRotation(myAvatar->getWorldAlignedOrientation()
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* glm::quat(glm::vec3(0.0f, PI + _rotateMirror, 0.0f)) * hmdRotation);
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// Mirror HMD yaw and roll
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glm::vec3 mirrorHmdEulers = glm::eulerAngles(hmdRotation);
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mirrorHmdEulers.y = -mirrorHmdEulers.y;
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mirrorHmdEulers.z = -mirrorHmdEulers.z;
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glm::quat mirrorHmdRotation = glm::quat(mirrorHmdEulers);
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glm::quat worldMirrorRotation = mirrorBodyOrientation * mirrorHmdRotation;
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_myCamera.setRotation(worldMirrorRotation);
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glm::vec3 hmdOffset = extractTranslation(myAvatar->getHMDSensorMatrix());
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// Mirror HMD lateral offsets
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hmdOffset.x = -hmdOffset.x;
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_myCamera.setPosition(myAvatar->getDefaultEyePosition()
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+ glm::vec3(0, _raiseMirror * myAvatar->getAvatarScale(), 0)
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+ (myAvatar->getOrientation() * glm::quat(glm::vec3(0.0f, _rotateMirror, 0.0f))) *
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glm::vec3(0.0f, 0.0f, -1.0f) * MIRROR_FULLSCREEN_DISTANCE * _scaleMirror
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+ (myAvatar->getOrientation() * glm::quat(glm::vec3(0.0f, PI + _rotateMirror, 0.0f))) * hmdOffset);
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+ mirrorBodyOrientation * glm::vec3(0.0f, 0.0f, 1.0f) * MIRROR_FULLSCREEN_DISTANCE * _scaleMirror
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+ mirrorBodyOrientation * hmdOffset);
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} else {
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_myCamera.setRotation(myAvatar->getWorldAlignedOrientation()
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* glm::quat(glm::vec3(0.0f, PI + _rotateMirror, 0.0f)));
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@ -1273,6 +1286,10 @@ void Application::paintGL() {
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// Primary rendering pass
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auto framebufferCache = DependencyManager::get<FramebufferCache>();
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const QSize size = framebufferCache->getFrameBufferSize();
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// Final framebuffer that will be handled to the display-plugin
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auto finalFramebuffer = framebufferCache->getFramebuffer();
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{
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PROFILE_RANGE(__FUNCTION__ "/mainRender");
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PerformanceTimer perfTimer("mainRender");
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@ -1326,9 +1343,63 @@ void Application::paintGL() {
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}
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displaySide(&renderArgs, _myCamera);
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renderArgs._context->enableStereo(false);
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gpu::doInBatch(renderArgs._context, [](gpu::Batch& batch) {
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batch.setFramebuffer(nullptr);
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});
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// Blit primary to final FBO
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auto primaryFbo = framebufferCache->getPrimaryFramebuffer();
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if (renderArgs._renderMode == RenderArgs::MIRROR_RENDER_MODE) {
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if (displayPlugin->isStereo()) {
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gpu::doInBatch(renderArgs._context, [=](gpu::Batch& batch) {
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gpu::Vec4i srcRectLeft;
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srcRectLeft.z = size.width() / 2;
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srcRectLeft.w = size.height();
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gpu::Vec4i srcRectRight;
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srcRectRight.x = size.width() / 2;
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srcRectRight.z = size.width();
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srcRectRight.w = size.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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batch.setFramebuffer(finalFramebuffer);
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batch.clearColorFramebuffer(gpu::Framebuffer::BUFFER_COLOR0, glm::vec4(0.0f, 0.0f, 1.0f, 0.0f));
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// BLit left to right and right to left in stereo
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batch.blit(primaryFbo, srcRectRight, finalFramebuffer, destRectLeft);
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batch.blit(primaryFbo, srcRectLeft, finalFramebuffer, destRectRight);
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});
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} else {
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gpu::doInBatch(renderArgs._context, [=](gpu::Batch& batch) {
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gpu::Vec4i srcRect;
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srcRect.z = size.width();
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srcRect.w = size.height();
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gpu::Vec4i destRect;
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destRect.x = size.width();
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destRect.y = 0;
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destRect.z = 0;
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destRect.w = size.height();
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batch.setFramebuffer(finalFramebuffer);
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batch.blit(primaryFbo, srcRect, finalFramebuffer, destRect);
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});
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}
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} else {
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gpu::doInBatch(renderArgs._context, [=](gpu::Batch& batch) {
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gpu::Vec4i rect;
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rect.z = size.width();
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rect.w = size.height();
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batch.setFramebuffer(finalFramebuffer);
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batch.blit(primaryFbo, rect, finalFramebuffer, rect);
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});
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}
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}
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// Overlay Composition, needs to occur after screen space effects have completed
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@ -1336,7 +1407,9 @@ void Application::paintGL() {
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{
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PROFILE_RANGE(__FUNCTION__ "/compositor");
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PerformanceTimer perfTimer("compositor");
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auto primaryFbo = framebufferCache->getPrimaryFramebufferDepthColor();
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auto primaryFbo = finalFramebuffer;
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, gpu::GLBackend::getFramebufferID(primaryFbo));
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if (displayPlugin->isStereo()) {
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QRect currentViewport(QPoint(0, 0), QSize(size.width() / 2, size.height()));
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@ -1362,23 +1435,13 @@ void Application::paintGL() {
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PROFILE_RANGE(__FUNCTION__ "/pluginOutput");
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PerformanceTimer perfTimer("pluginOutput");
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auto primaryFramebuffer = framebufferCache->getPrimaryFramebufferDepthColor();
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auto scratchFramebuffer = framebufferCache->getFramebuffer();
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gpu::doInBatch(renderArgs._context, [=](gpu::Batch& batch) {
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gpu::Vec4i rect;
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rect.z = size.width();
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rect.w = size.height();
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batch.setFramebuffer(scratchFramebuffer);
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batch.clearColorFramebuffer(gpu::Framebuffer::BUFFER_COLOR0, glm::vec4(0.0f, 0.0f, 0.0f, 0.0f));
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batch.blit(primaryFramebuffer, rect, scratchFramebuffer, rect);
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batch.setFramebuffer(nullptr);
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});
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auto finalTexturePointer = scratchFramebuffer->getRenderBuffer(0);
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auto finalTexturePointer = finalFramebuffer->getRenderBuffer(0);
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GLuint finalTexture = gpu::GLBackend::getTextureID(finalTexturePointer);
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Q_ASSERT(0 != finalTexture);
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Q_ASSERT(!_lockedFramebufferMap.contains(finalTexture));
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_lockedFramebufferMap[finalTexture] = scratchFramebuffer;
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_lockedFramebufferMap[finalTexture] = finalFramebuffer;
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Q_ASSERT(isCurrentContext(_offscreenContext->getContext()));
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{
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@ -3331,7 +3394,7 @@ QImage Application::renderAvatarBillboard(RenderArgs* renderArgs) {
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renderArgs->_renderMode = RenderArgs::DEFAULT_RENDER_MODE;
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renderRearViewMirror(renderArgs, QRect(0, 0, BILLBOARD_SIZE, BILLBOARD_SIZE), true);
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auto primaryFbo = DependencyManager::get<FramebufferCache>()->getPrimaryFramebufferDepthColor();
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auto primaryFbo = DependencyManager::get<FramebufferCache>()->getPrimaryFramebuffer();
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QImage image(BILLBOARD_SIZE, BILLBOARD_SIZE, QImage::Format_ARGB32);
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renderArgs->_context->downloadFramebuffer(primaryFbo, glm::ivec4(0, 0, BILLBOARD_SIZE, BILLBOARD_SIZE), image);
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@ -441,14 +441,6 @@ void MyAvatar::updateFromTrackers(float deltaTime) {
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estimatedPosition = tracker->getHeadTranslation();
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_trackedHeadPosition = estimatedPosition;
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estimatedRotation = glm::degrees(safeEulerAngles(tracker->getHeadRotation()));
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if (qApp->getCamera()->getMode() == CAMERA_MODE_MIRROR) {
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// Invert yaw and roll when in mirror mode
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// NOTE: this is kinda a hack, it's the same hack we use to make the head tilt. But it's not really a mirror
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// it just makes you feel like you're looking in a mirror because the body movements of the avatar appear to
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// match your body movements.
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YAW(estimatedRotation) *= -1.0f;
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ROLL(estimatedRotation) *= -1.0f;
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}
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}
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// Rotate the body if the head is turned beyond the screen
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@ -489,14 +481,6 @@ void MyAvatar::updateFromTrackers(float deltaTime) {
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const float TORSO_LENGTH = 0.5f;
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glm::vec3 relativePosition = estimatedPosition - glm::vec3(0.0f, -TORSO_LENGTH, 0.0f);
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// Invert left/right lean when in mirror mode
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// NOTE: this is kinda a hack, it's the same hack we use to make the head tilt. But it's not really a mirror
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// it just makes you feel like you're looking in a mirror because the body movements of the avatar appear to
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// match your body movements.
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if ((inHmd || inFacetracker) && qApp->getCamera()->getMode() == CAMERA_MODE_MIRROR) {
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relativePosition.x = -relativePosition.x;
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}
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const float MAX_LEAN = 45.0f;
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head->setLeanSideways(glm::clamp(glm::degrees(atanf(relativePosition.x * _leanScale / TORSO_LENGTH)),
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-MAX_LEAN, MAX_LEAN));
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@ -1401,12 +1385,6 @@ void MyAvatar::updateOrientation(float deltaTime) {
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// ... so they need to be converted to degrees before we do math...
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glm::vec3 euler = glm::eulerAngles(localOrientation) * DEGREES_PER_RADIAN;
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//Invert yaw and roll when in mirror mode
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if (qApp->getCamera()->getMode() == CAMERA_MODE_MIRROR) {
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YAW(euler) *= -1.0f;
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ROLL(euler) *= -1.0f;
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}
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Head* head = getHead();
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head->setBaseYaw(YAW(euler));
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head->setBasePitch(PITCH(euler));
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@ -47,18 +47,7 @@ void ProceduralSkybox::render(gpu::Batch& batch, const ViewFrustum& viewFrustum,
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Skybox::render(batch, viewFrustum, skybox);
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}
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static gpu::BufferPointer theBuffer;
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static gpu::Stream::FormatPointer theFormat;
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if (skybox._procedural && skybox._procedural->_enabled && skybox._procedural->ready()) {
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if (!theBuffer) {
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const float CLIP = 1.0f;
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const glm::vec2 vertices[4] = { { -CLIP, -CLIP }, { CLIP, -CLIP }, { -CLIP, CLIP }, { CLIP, CLIP } };
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theBuffer = std::make_shared<gpu::Buffer>(sizeof(vertices), (const gpu::Byte*) vertices);
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theFormat = std::make_shared<gpu::Stream::Format>();
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theFormat->setAttribute(gpu::Stream::POSITION, gpu::Stream::POSITION, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::XYZ));
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}
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glm::mat4 projMat;
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viewFrustum.evalProjectionMatrix(projMat);
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@ -67,8 +56,6 @@ void ProceduralSkybox::render(gpu::Batch& batch, const ViewFrustum& viewFrustum,
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batch.setProjectionTransform(projMat);
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batch.setViewTransform(viewTransform);
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batch.setModelTransform(Transform()); // only for Mac
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batch.setInputBuffer(gpu::Stream::POSITION, theBuffer, 0, 8);
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batch.setInputFormat(theFormat);
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if (skybox.getCubemap() && skybox.getCubemap()->isDefined()) {
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batch.setResourceTexture(0, skybox.getCubemap());
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@ -11,21 +11,26 @@
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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/Inputs.slh@>
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<@include gpu/Transform.slh@>
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<$declareStandardTransform()$>
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out vec3 _normal;
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void main(void) {
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void main(void) {
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const float depth = 0.0;
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const vec4 UNIT_QUAD[4] = vec4[4](
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vec4(-1.0, -1.0, depth, 1.0),
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vec4(1.0, -1.0, depth, 1.0),
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vec4(-1.0, 1.0, depth, 1.0),
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vec4(1.0, 1.0, depth, 1.0)
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);
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vec4 inPosition = UNIT_QUAD[gl_VertexID];
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// standard transform
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TransformCamera cam = getTransformCamera();
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vec3 clipDir = vec3(inPosition.xy, 0.0);
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vec3 eyeDir;
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<$transformClipToEyeDir(cam, clipDir, eyeDir)$>
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<$transformEyeToWorldDir(cam, eyeDir, _normal)$>
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@ -650,7 +650,6 @@ void DeferredLightingEffect::render(RenderArgs* args) {
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}
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}
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void DeferredLightingEffect::setupTransparent(RenderArgs* args, int lightBufferUnit) {
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auto globalLight = _allocatedLights[_globalLights.front()];
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args->_batch->setUniformBuffer(lightBufferUnit, globalLight->getSchemaBuffer());
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@ -33,7 +33,7 @@ void FramebufferCache::setFrameBufferSize(QSize frameBufferSize) {
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//If the size changed, we need to delete our FBOs
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if (_frameBufferSize != frameBufferSize) {
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_frameBufferSize = frameBufferSize;
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_primaryFramebufferDepthColor.reset();
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_primaryFramebuffer.reset();
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_primaryDepthTexture.reset();
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_primaryColorTexture.reset();
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_deferredFramebuffer.reset();
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@ -49,7 +49,7 @@ void FramebufferCache::setFrameBufferSize(QSize frameBufferSize) {
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}
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void FramebufferCache::createPrimaryFramebuffer() {
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_primaryFramebufferDepthColor = gpu::FramebufferPointer(gpu::Framebuffer::create());
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_primaryFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create());
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_deferredFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create());
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_deferredFramebufferDepthColor = gpu::FramebufferPointer(gpu::Framebuffer::create());
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@ -60,7 +60,7 @@ void FramebufferCache::createPrimaryFramebuffer() {
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auto defaultSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_POINT);
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_primaryColorTexture = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width, height, defaultSampler));
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_primaryFramebufferDepthColor->setRenderBuffer(0, _primaryColorTexture);
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_primaryFramebuffer->setRenderBuffer(0, _primaryColorTexture);
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_deferredColorTexture = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width, height, defaultSampler));
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_deferredNormalTexture = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width, height, defaultSampler));
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@ -76,7 +76,7 @@ void FramebufferCache::createPrimaryFramebuffer() {
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auto depthFormat = gpu::Element(gpu::SCALAR, gpu::UINT32, gpu::DEPTH_STENCIL); // Depth24_Stencil8 texel format
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_primaryDepthTexture = gpu::TexturePointer(gpu::Texture::create2D(depthFormat, width, height, defaultSampler));
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_primaryFramebufferDepthColor->setDepthStencilBuffer(_primaryDepthTexture, depthFormat);
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_primaryFramebuffer->setDepthStencilBuffer(_primaryDepthTexture, depthFormat);
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_deferredFramebuffer->setDepthStencilBuffer(_primaryDepthTexture, depthFormat);
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@ -95,11 +95,11 @@ void FramebufferCache::createPrimaryFramebuffer() {
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_lightingFramebuffer->setDepthStencilBuffer(_primaryDepthTexture, depthFormat);
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}
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gpu::FramebufferPointer FramebufferCache::getPrimaryFramebufferDepthColor() {
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if (!_primaryFramebufferDepthColor) {
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gpu::FramebufferPointer FramebufferCache::getPrimaryFramebuffer() {
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if (!_primaryFramebuffer) {
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createPrimaryFramebuffer();
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}
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return _primaryFramebufferDepthColor;
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return _primaryFramebuffer;
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}
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gpu::TexturePointer FramebufferCache::getPrimaryDepthTexture() {
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@ -29,7 +29,7 @@ public:
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/// Returns a pointer to the primary framebuffer object. This render target includes a depth component, and is
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/// used for scene rendering.
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gpu::FramebufferPointer getPrimaryFramebufferDepthColor();
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gpu::FramebufferPointer getPrimaryFramebuffer();
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gpu::TexturePointer getPrimaryDepthTexture();
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gpu::TexturePointer getPrimaryColorTexture();
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@ -64,7 +64,7 @@ private:
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void createPrimaryFramebuffer();
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gpu::FramebufferPointer _primaryFramebufferDepthColor;
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gpu::FramebufferPointer _primaryFramebuffer;
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gpu::TexturePointer _primaryDepthTexture;
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gpu::TexturePointer _primaryColorTexture;
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@ -87,7 +87,7 @@ void ToneMappingEffect::render(RenderArgs* args) {
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QSize framebufferSize = framebufferCache->getFrameBufferSize();
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auto lightingBuffer = framebufferCache->getLightingTexture();
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auto destFbo = framebufferCache->getPrimaryFramebufferDepthColor();
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auto destFbo = framebufferCache->getPrimaryFramebuffer();
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batch.setFramebuffer(destFbo);
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batch.setViewportTransform(args->_viewport);
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batch.setProjectionTransform(glm::mat4());
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