Attempting to fix 3DTV/Oculus deferred lighting/ambient occlusion.

This commit is contained in:
Andrzej Kapolka 2014-09-10 13:51:14 -07:00
parent c5ad603321
commit 2cba7b37bf
5 changed files with 48 additions and 1 deletions

View file

@ -2971,7 +2971,14 @@ void Application::getProjectionMatrix(glm::dmat4* projectionMatrix) {
void Application::computeOffAxisFrustum(float& left, float& right, float& bottom, float& top, float& nearVal,
float& farVal, glm::vec4& nearClipPlane, glm::vec4& farClipPlane) const {
// allow 3DTV/Oculus to override parameters from camera
_viewFrustum.computeOffAxisFrustum(left, right, bottom, top, nearVal, farVal, nearClipPlane, farClipPlane);
if (OculusManager::isConnected()) {
OculusManager::overrideOffAxisFrustum(left, right, bottom, top, nearVal, farVal, nearClipPlane, farClipPlane);
} else if (TV3DManager::isConnected()) {
TV3DManager::overrideOffAxisFrustum(left, right, bottom, top, nearVal, farVal, nearClipPlane, farClipPlane);
}
}
glm::vec2 Application::getScaledScreenPoint(glm::vec2 projectedPoint) {

View file

@ -53,6 +53,7 @@ unsigned int OculusManager::_frameIndex = 0;
bool OculusManager::_frameTimingActive = false;
bool OculusManager::_programInitialized = false;
Camera* OculusManager::_camera = NULL;
int OculusManager::_activeEyeIndex = -1;
#endif
@ -330,6 +331,8 @@ void OculusManager::display(const glm::quat &bodyOrientation, const glm::vec3 &p
//Render each eye into an fbo
for (int eyeIndex = 0; eyeIndex < ovrEye_Count; eyeIndex++) {
_activeEyeIndex = eyeIndex;
#if defined(__APPLE__) || defined(_WIN32)
ovrEyeType eye = _ovrHmd->EyeRenderOrder[eyeIndex];
#else
@ -363,6 +366,7 @@ void OculusManager::display(const glm::quat &bodyOrientation, const glm::vec3 &p
Application::getInstance()->displaySide(*_camera);
applicationOverlay.displayOverlayTextureOculus(*_camera);
_activeEyeIndex = -1;
}
//Wait till time-warp to reduce latency
@ -528,3 +532,16 @@ QSize OculusManager::getRenderTargetSize() {
return QSize(100, 100);
#endif
}
void OculusManager::overrideOffAxisFrustum(float& left, float& right, float& bottom, float& top, float& nearVal,
float& farVal, glm::vec4& nearClipPlane, glm::vec4& farClipPlane) {
#ifdef HAVE_LIBOVR
if (_activeEyeIndex != -1) {
float extent = nearVal * glm::tan(_eyeRenderDesc[_activeEyeIndex].Fov / 2.0f);
right = extent;
left = -extent;
top = extent;
bottom = -extent;
}
#endif
}

View file

@ -43,6 +43,9 @@ public:
static glm::vec3 getRelativePosition();
static QSize getRenderTargetSize();
static void overrideOffAxisFrustum(float& left, float& right, float& bottom, float& top, float& nearVal,
float& farVal, glm::vec4& nearClipPlane, glm::vec4& farClipPlane);
private:
#ifdef HAVE_LIBOVR
static void generateDistortionMesh();
@ -92,6 +95,7 @@ private:
static bool _frameTimingActive;
static bool _programInitialized;
static Camera* _camera;
static int _activeEyeIndex;
#endif
};

View file

@ -25,6 +25,7 @@ int TV3DManager::_screenHeight = 1;
double TV3DManager::_aspect = 1.0;
eyeFrustum TV3DManager::_leftEye;
eyeFrustum TV3DManager::_rightEye;
eyeFrustum* TV3DManager::_activeEye = NULL;
bool TV3DManager::isConnected() {
@ -111,7 +112,7 @@ void TV3DManager::display(Camera& whichCamera) {
glPushMatrix();
{
_activeEye = &_leftEye;
glMatrixMode(GL_PROJECTION);
glLoadIdentity(); // reset projection matrix
glFrustum(_leftEye.left, _leftEye.right, _leftEye.bottom, _leftEye.top, nearZ, farZ); // set left view frustum
@ -128,6 +129,7 @@ void TV3DManager::display(Camera& whichCamera) {
if (displayOverlays) {
applicationOverlay.displayOverlayTexture3DTV(whichCamera, _aspect, fov);
}
_activeEye = NULL;
}
glPopMatrix();
glDisable(GL_SCISSOR_TEST);
@ -140,6 +142,7 @@ void TV3DManager::display(Camera& whichCamera) {
glScissor(portalX, portalY, portalW, portalH);
glPushMatrix();
{
_activeEye = &_rightEye;
glMatrixMode(GL_PROJECTION);
glLoadIdentity(); // reset projection matrix
glFrustum(_rightEye.left, _rightEye.right, _rightEye.bottom, _rightEye.top, nearZ, farZ); // set left view frustum
@ -156,6 +159,7 @@ void TV3DManager::display(Camera& whichCamera) {
if (displayOverlays) {
applicationOverlay.displayOverlayTexture3DTV(whichCamera, _aspect, fov);
}
_activeEye = NULL;
}
glPopMatrix();
glDisable(GL_SCISSOR_TEST);
@ -166,3 +170,13 @@ void TV3DManager::display(Camera& whichCamera) {
Application::getInstance()->getGlowEffect()->render();
}
void TV3DManager::overrideOffAxisFrustum(float& left, float& right, float& bottom, float& top, float& nearVal,
float& farVal, glm::vec4& nearClipPlane, glm::vec4& farClipPlane) {
if (_activeEye) {
left = _activeEye->left;
right = _activeEye->right;
bottom = _activeEye->bottom;
top = _activeEye->top;
}
}

View file

@ -14,6 +14,8 @@
#include <iostream>
#include <glm/glm.hpp>
class Camera;
struct eyeFrustum {
@ -32,6 +34,8 @@ public:
static bool isConnected();
static void configureCamera(Camera& camera, int screenWidth, int screenHeight);
static void display(Camera& whichCamera);
static void overrideOffAxisFrustum(float& left, float& right, float& bottom, float& top, float& nearVal,
float& farVal, glm::vec4& nearClipPlane, glm::vec4& farClipPlane);
private:
static void setFrustum(Camera& whichCamera);
static int _screenWidth;
@ -39,6 +43,7 @@ private:
static double _aspect;
static eyeFrustum _leftEye;
static eyeFrustum _rightEye;
static eyeFrustum* _activeEye;
};
#endif // hifi_TV3DManager_h