mirror of
https://github.com/overte-org/overte.git
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grab correct stencil masks from display plugins
This commit is contained in:
parent
e9253a630b
commit
4ed7c09016
15 changed files with 192 additions and 27 deletions
4
cmake/externals/LibOVR/CMakeLists.txt
vendored
4
cmake/externals/LibOVR/CMakeLists.txt
vendored
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@ -17,8 +17,8 @@ if (WIN32)
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ExternalProject_Add(
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ExternalProject_Add(
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${EXTERNAL_NAME}
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${EXTERNAL_NAME}
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URL https://public.highfidelity.com/dependencies/ovr_sdk_win_1.26.0_public.zip
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URL https://hifi-public.s3.amazonaws.com/dependencies/ovr_sdk_win_1.35.0.zip
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URL_MD5 06804ff9727b910dcd04a37c800053b5
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URL_MD5 1e3e8b2101387af07ff9c841d0ea285e
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CMAKE_ARGS -DCMAKE_INSTALL_PREFIX:PATH=<INSTALL_DIR>
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CMAKE_ARGS -DCMAKE_INSTALL_PREFIX:PATH=<INSTALL_DIR>
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PATCH_COMMAND ${CMAKE_COMMAND} -E copy "${CMAKE_CURRENT_SOURCE_DIR}/LibOVRCMakeLists.txt" <SOURCE_DIR>/CMakeLists.txt
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PATCH_COMMAND ${CMAKE_COMMAND} -E copy "${CMAKE_CURRENT_SOURCE_DIR}/LibOVRCMakeLists.txt" <SOURCE_DIR>/CMakeLists.txt
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LOG_DOWNLOAD 1
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LOG_DOWNLOAD 1
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@ -6703,6 +6703,11 @@ void Application::updateRenderArgs(float deltaTime) {
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// Configure the type of display / stereo
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// Configure the type of display / stereo
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appRenderArgs._renderArgs._displayMode = (isHMDMode() ? RenderArgs::STEREO_HMD : RenderArgs::STEREO_MONITOR);
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appRenderArgs._renderArgs._displayMode = (isHMDMode() ? RenderArgs::STEREO_HMD : RenderArgs::STEREO_MONITOR);
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}
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}
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appRenderArgs._renderArgs._stencilMode = getActiveDisplayPlugin()->getStencilMaskMode();
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if (appRenderArgs._renderArgs._stencilMode == StencilMode::MESH) {
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appRenderArgs._renderArgs._stencilMaskOperator = getActiveDisplayPlugin()->getStencilMaskMeshOperator();
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}
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}
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}
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{
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{
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@ -48,6 +48,8 @@ public:
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void pluginUpdate() override {};
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void pluginUpdate() override {};
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virtual StencilMode getStencilMaskMode() const override { return StencilMode::PAINT; }
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signals:
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signals:
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void hmdMountedChanged();
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void hmdMountedChanged();
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void hmdVisibleChanged(bool visible);
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void hmdVisibleChanged(bool visible);
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@ -362,7 +362,6 @@ MeshPointer Mesh::createIndexedTriangles_P3F(uint32_t numVertices, uint32_t numI
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mesh->setIndexBuffer(gpu::BufferView(new gpu::Buffer(numIndices * sizeof(uint32_t), (gpu::Byte*) indices), gpu::Element::INDEX_INT32));
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mesh->setIndexBuffer(gpu::BufferView(new gpu::Buffer(numIndices * sizeof(uint32_t), (gpu::Byte*) indices), gpu::Element::INDEX_INT32));
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}
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}
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std::vector<graphics::Mesh::Part> parts;
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std::vector<graphics::Mesh::Part> parts;
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parts.push_back(graphics::Mesh::Part(0, numIndices, 0, graphics::Mesh::TRIANGLES));
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parts.push_back(graphics::Mesh::Part(0, numIndices, 0, graphics::Mesh::TRIANGLES));
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mesh->setPartBuffer(gpu::BufferView(new gpu::Buffer(parts.size() * sizeof(graphics::Mesh::Part), (gpu::Byte*) parts.data()), gpu::Element::PART_DRAWCALL));
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mesh->setPartBuffer(gpu::BufferView(new gpu::Buffer(parts.size() * sizeof(graphics::Mesh::Part), (gpu::Byte*) parts.data()), gpu::Element::PART_DRAWCALL));
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@ -27,6 +27,7 @@
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#include <SimpleMovingAverage.h>
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#include <SimpleMovingAverage.h>
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#include <gpu/Forward.h>
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#include <gpu/Forward.h>
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#include "Plugin.h"
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#include "Plugin.h"
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#include "StencilMode.h"
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class QOpenGLFramebufferObject;
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class QOpenGLFramebufferObject;
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@ -224,6 +225,10 @@ public:
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// for updating plugin-related commands. Mimics the input plugin.
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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 void pluginUpdate() = 0;
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virtual StencilMode getStencilMaskMode() const { return StencilMode::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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signals:
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signals:
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void recommendedFramebufferSizeChanged(const QSize& size);
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void recommendedFramebufferSizeChanged(const QSize& size);
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void resetSensorsRequested();
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void resetSensorsRequested();
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@ -19,7 +19,6 @@ using namespace render;
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void PrepareStencil::configure(const Config& config) {
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void PrepareStencil::configure(const Config& config) {
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_maskMode = config.maskMode;
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_maskMode = config.maskMode;
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_forceDraw = config.forceDraw;
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}
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}
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graphics::MeshPointer PrepareStencil::getMesh() {
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graphics::MeshPointer PrepareStencil::getMesh() {
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@ -43,6 +42,7 @@ gpu::PipelinePointer PrepareStencil::getMeshStencilPipeline() {
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auto state = std::make_shared<gpu::State>();
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auto state = std::make_shared<gpu::State>();
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drawMask(*state);
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drawMask(*state);
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state->setColorWriteMask(gpu::State::WRITE_NONE);
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state->setColorWriteMask(gpu::State::WRITE_NONE);
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state->setCullMode(gpu::State::CullMode::CULL_NONE);
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_meshStencilPipeline = gpu::Pipeline::create(program, state);
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_meshStencilPipeline = gpu::Pipeline::create(program, state);
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}
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}
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@ -64,30 +64,37 @@ gpu::PipelinePointer PrepareStencil::getPaintStencilPipeline() {
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void PrepareStencil::run(const RenderContextPointer& renderContext, const gpu::FramebufferPointer& srcFramebuffer) {
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void PrepareStencil::run(const RenderContextPointer& renderContext, const gpu::FramebufferPointer& srcFramebuffer) {
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RenderArgs* args = renderContext->args;
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RenderArgs* args = renderContext->args;
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// Only draw the stencil mask if in HMD mode or not forced.
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StencilMode maskMode = _maskMode;
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if (!_forceDraw && (args->_displayMode != RenderArgs::STEREO_HMD)) {
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std::function<void(gpu::Batch&)> maskOperator = [this](gpu::Batch& batch) {
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auto mesh = getMesh();
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batch.setIndexBuffer(mesh->getIndexBuffer());
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batch.setInputFormat((mesh->getVertexFormat()));
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batch.setInputStream(0, mesh->getVertexStream());
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// Draw
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auto part = mesh->getPartBuffer().get<graphics::Mesh::Part>(0);
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batch.drawIndexed(gpu::TRIANGLES, part._numIndices, part._startIndex);
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};
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if (maskMode == StencilMode::NONE) {
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maskMode = args->_stencilMode;
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maskOperator = args->_stencilMaskOperator;
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}
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if (maskMode == StencilMode::NONE || (maskMode == StencilMode::MESH && !maskOperator)) {
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return;
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return;
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}
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}
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doInBatch("PrepareStencil::run", args->_context, [&](gpu::Batch& batch) {
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doInBatch("PrepareStencil::run", args->_context, [&](gpu::Batch& batch) {
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batch.enableStereo(false);
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batch.enableStereo(false);
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batch.setViewportTransform(args->_viewport);
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batch.setViewportTransform(args->_viewport);
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if (_maskMode < 0) {
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if (maskMode == StencilMode::PAINT) {
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batch.setPipeline(getMeshStencilPipeline());
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auto mesh = getMesh();
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batch.setIndexBuffer(mesh->getIndexBuffer());
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batch.setInputFormat((mesh->getVertexFormat()));
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batch.setInputStream(0, mesh->getVertexStream());
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// Draw
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auto part = mesh->getPartBuffer().get<graphics::Mesh::Part>(0);
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batch.drawIndexed(gpu::TRIANGLES, part._numIndices, part._startIndex);
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} else {
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batch.setPipeline(getPaintStencilPipeline());
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batch.setPipeline(getPaintStencilPipeline());
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batch.draw(gpu::TRIANGLE_STRIP, 4);
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batch.draw(gpu::TRIANGLE_STRIP, 4);
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} else if (maskMode == StencilMode::MESH) {
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batch.setPipeline(getMeshStencilPipeline());
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maskOperator(batch);
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}
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}
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});
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});
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}
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}
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@ -15,17 +15,19 @@
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#include <render/Engine.h>
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#include <render/Engine.h>
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#include <gpu/Pipeline.h>
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#include <gpu/Pipeline.h>
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#include <graphics/Geometry.h>
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#include <graphics/Geometry.h>
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#include <StencilMode.h>
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class PrepareStencilConfig : public render::Job::Config {
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class PrepareStencilConfig : public render::Job::Config {
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Q_OBJECT
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Q_OBJECT
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Q_PROPERTY(int maskMode MEMBER maskMode NOTIFY dirty)
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Q_PROPERTY(StencilMode maskMode MEMBER maskMode NOTIFY dirty)
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Q_PROPERTY(bool forceDraw MEMBER forceDraw NOTIFY dirty)
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public:
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public:
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PrepareStencilConfig(bool enabled = true) : JobConfig(enabled) {}
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PrepareStencilConfig(bool enabled = true) : JobConfig(enabled) {}
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int maskMode { 0 };
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// -1 -> don't force drawing (fallback to render args mode)
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bool forceDraw { false };
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// 0 -> force draw without mesh
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// 1 -> force draw with mesh
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StencilMode maskMode { StencilMode::NONE };
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signals:
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signals:
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void dirty();
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void dirty();
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@ -66,8 +68,7 @@ private:
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graphics::MeshPointer _mesh;
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graphics::MeshPointer _mesh;
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graphics::MeshPointer getMesh();
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graphics::MeshPointer getMesh();
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int _maskMode { 0 };
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StencilMode _maskMode { StencilMode::NONE };
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bool _forceDraw { false };
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};
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};
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@ -16,11 +16,11 @@
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#include <GLMHelpers.h>
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#include <GLMHelpers.h>
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#include <ViewFrustum.h>
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#include <ViewFrustum.h>
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#include <StencilMode.h>
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#include <gpu/Forward.h>
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#include <gpu/Forward.h>
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#include "Forward.h"
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#include "Forward.h"
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class AABox;
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class AABox;
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namespace render {
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namespace render {
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@ -133,6 +133,9 @@ namespace render {
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std::function<void(gpu::Batch&, const gpu::TexturePointer&, const gpu::FramebufferPointer&, bool mirror)> _hudOperator;
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std::function<void(gpu::Batch&, const gpu::TexturePointer&, const gpu::FramebufferPointer&, bool mirror)> _hudOperator;
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gpu::TexturePointer _hudTexture;
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gpu::TexturePointer _hudTexture;
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StencilMode _stencilMode { StencilMode::NONE };
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std::function<void(gpu::Batch&)> _stencilMaskOperator;
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};
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};
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}
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}
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19
libraries/shared/src/StencilMode.h
Normal file
19
libraries/shared/src/StencilMode.h
Normal file
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@ -0,0 +1,19 @@
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//
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// Created by Sam Gondelman on 3/26/19.
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// Copyright 2019 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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#ifndef hifi_StencilMode_h
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#define hifi_StencilMode_h
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enum class StencilMode {
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NONE = -1, // for legacy reasons, this is -1
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PAINT = 0,
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MESH = 1
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};
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#endif // hifi_StencilMode_h
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@ -18,7 +18,7 @@ if (WIN32 AND (NOT USE_GLES))
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link_hifi_libraries(
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link_hifi_libraries(
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shared task gl shaders gpu ${PLATFORM_GL_BACKEND} controllers ui qml
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shared task gl shaders gpu ${PLATFORM_GL_BACKEND} controllers ui qml
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plugins ui-plugins display-plugins input-plugins
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plugins ui-plugins display-plugins input-plugins
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audio-client networking render-utils
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audio-client networking render-utils graphics
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${PLATFORM_GL_BACKEND}
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${PLATFORM_GL_BACKEND}
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)
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)
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include_hifi_library_headers(octree)
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include_hifi_library_headers(octree)
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@ -227,3 +227,66 @@ QVector<glm::vec3> OculusBaseDisplayPlugin::getSensorPositions() {
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return result;
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return result;
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}
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}
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DisplayPlugin::StencilMaskMeshOperator OculusBaseDisplayPlugin::getStencilMaskMeshOperator() {
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if (_session) {
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if (!_stencilMeshesInitialized) {
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_stencilMeshesInitialized = true;
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ovr::for_each_eye([&](ovrEyeType eye) {
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ovrFovStencilDesc stencilDesc = {
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ovrFovStencil_HiddenArea, 0, eye,
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_eyeRenderDescs[eye].Fov, _eyeRenderDescs[eye].HmdToEyePose.Orientation
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};
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// First we get the size of the buffer we need
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ovrFovStencilMeshBuffer buffer = { 0, 0, nullptr, 0, 0, nullptr };
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ovrResult result = ovr_GetFovStencil(_session, &stencilDesc, &buffer);
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if (!OVR_SUCCESS(result)) {
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_stencilMeshesInitialized = false;
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return;
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}
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std::vector<ovrVector2f> ovrVertices(buffer.UsedVertexCount);
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std::vector<uint16_t> ovrIndices(buffer.UsedIndexCount);
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// Now we populate the actual buffer
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buffer = { (int)ovrVertices.size(), 0, ovrVertices.data(), (int)ovrIndices.size(), 0, ovrIndices.data() };
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result = ovr_GetFovStencil(_session, &stencilDesc, &buffer);
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if (!OVR_SUCCESS(result)) {
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_stencilMeshesInitialized = false;
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return;
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}
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std::vector<glm::vec3> vertices;
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vertices.reserve(ovrVertices.size());
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for (auto& ovrVertex : ovrVertices) {
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// We need the vertices in clip space
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vertices.emplace_back(ovrVertex.x - (1.0f - (float)eye), 2.0f * ovrVertex.y - 1.0f, 0.0f);
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}
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std::vector<uint32_t> indices;
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indices.reserve(ovrIndices.size());
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for (auto& ovrIndex : ovrIndices) {
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indices.push_back(ovrIndex);
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}
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_stencilMeshes[eye] = graphics::Mesh::createIndexedTriangles_P3F((uint32_t)vertices.size(), (uint32_t)indices.size(), vertices.data(), indices.data());
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});
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}
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if (_stencilMeshesInitialized) {
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return [&](gpu::Batch& batch) {
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for (auto& mesh : _stencilMeshes) {
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batch.setIndexBuffer(mesh->getIndexBuffer());
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batch.setInputFormat((mesh->getVertexFormat()));
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batch.setInputStream(0, mesh->getVertexStream());
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// Draw
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auto part = mesh->getPartBuffer().get<graphics::Mesh::Part>(0);
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batch.drawIndexed(gpu::TRIANGLES, part._numIndices, part._startIndex);
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}
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};
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}
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}
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return nullptr;
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}
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@ -16,6 +16,8 @@
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#define OVRPL_DISABLED
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#define OVRPL_DISABLED
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#include <OVR_Platform.h>
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#include <OVR_Platform.h>
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#include <graphics/Geometry.h>
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class OculusBaseDisplayPlugin : public HmdDisplayPlugin {
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class OculusBaseDisplayPlugin : public HmdDisplayPlugin {
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using Parent = HmdDisplayPlugin;
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using Parent = HmdDisplayPlugin;
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public:
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public:
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@ -34,6 +36,9 @@ public:
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QRectF getPlayAreaRect() override;
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QRectF getPlayAreaRect() override;
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QVector<glm::vec3> getSensorPositions() override;
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QVector<glm::vec3> getSensorPositions() override;
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virtual StencilMode getStencilMaskMode() const override { return StencilMode::MESH; }
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virtual StencilMaskMeshOperator getStencilMaskMeshOperator() override;
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protected:
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protected:
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void customizeContext() override;
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void customizeContext() override;
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void uncustomizeContext() override;
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void uncustomizeContext() override;
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@ -52,4 +57,7 @@ protected:
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// ovrLayerEyeFovDepth _depthLayer;
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// ovrLayerEyeFovDepth _depthLayer;
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bool _hmdMounted { false };
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bool _hmdMounted { false };
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bool _visible { true };
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bool _visible { true };
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std::array<graphics::MeshPointer, 2> _stencilMeshes;
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bool _stencilMeshesInitialized { false };
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};
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};
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@ -784,3 +784,48 @@ QRectF OpenVrDisplayPlugin::getPlayAreaRect() {
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return QRectF(center.x, center.y, dimensions.x, dimensions.y);
|
return QRectF(center.x, center.y, dimensions.x, dimensions.y);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
DisplayPlugin::StencilMaskMeshOperator OpenVrDisplayPlugin::getStencilMaskMeshOperator() {
|
||||||
|
if (_system) {
|
||||||
|
if (!_stencilMeshesInitialized) {
|
||||||
|
_stencilMeshesInitialized = true;
|
||||||
|
for (auto eye : VR_EYES) {
|
||||||
|
vr::HiddenAreaMesh_t stencilMesh = _system->GetHiddenAreaMesh(eye);
|
||||||
|
if (stencilMesh.pVertexData && stencilMesh.unTriangleCount > 0) {
|
||||||
|
std::vector<glm::vec3> vertices;
|
||||||
|
std::vector<uint32_t> indices;
|
||||||
|
|
||||||
|
const int NUM_INDICES_PER_TRIANGLE = 3;
|
||||||
|
int numIndices = stencilMesh.unTriangleCount * NUM_INDICES_PER_TRIANGLE;
|
||||||
|
vertices.reserve(numIndices);
|
||||||
|
indices.reserve(numIndices);
|
||||||
|
for (int i = 0; i < numIndices; i++) {
|
||||||
|
vr::HmdVector2_t vertex2D = stencilMesh.pVertexData[i];
|
||||||
|
vertices.emplace_back(vertex2D.v[0], vertex2D.v[1], 0.0f);
|
||||||
|
indices.push_back(i);
|
||||||
|
}
|
||||||
|
|
||||||
|
_stencilMeshes[eye] = graphics::Mesh::createIndexedTriangles_P3F((uint32_t)vertices.size(), (uint32_t)indices.size(), vertices.data(), indices.data());
|
||||||
|
} else {
|
||||||
|
_stencilMeshesInitialized = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (_stencilMeshesInitialized) {
|
||||||
|
return [&](gpu::Batch& batch) {
|
||||||
|
for (auto& mesh : _stencilMeshes) {
|
||||||
|
batch.setIndexBuffer(mesh->getIndexBuffer());
|
||||||
|
batch.setInputFormat((mesh->getVertexFormat()));
|
||||||
|
batch.setInputStream(0, mesh->getVertexStream());
|
||||||
|
|
||||||
|
// Draw
|
||||||
|
auto part = mesh->getPartBuffer().get<graphics::Mesh::Part>(0);
|
||||||
|
batch.drawIndexed(gpu::TRIANGLES, part._numIndices, part._startIndex);
|
||||||
|
}
|
||||||
|
};
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return nullptr;
|
||||||
|
}
|
|
@ -13,6 +13,8 @@
|
||||||
|
|
||||||
#include <display-plugins/hmd/HmdDisplayPlugin.h>
|
#include <display-plugins/hmd/HmdDisplayPlugin.h>
|
||||||
|
|
||||||
|
#include <graphics/Geometry.h>
|
||||||
|
|
||||||
const float TARGET_RATE_OpenVr = 90.0f; // FIXME: get from sdk tracked device property? This number is vive-only.
|
const float TARGET_RATE_OpenVr = 90.0f; // FIXME: get from sdk tracked device property? This number is vive-only.
|
||||||
|
|
||||||
namespace gl {
|
namespace gl {
|
||||||
|
@ -67,6 +69,9 @@ public:
|
||||||
|
|
||||||
QRectF getPlayAreaRect() override;
|
QRectF getPlayAreaRect() override;
|
||||||
|
|
||||||
|
virtual StencilMode getStencilMaskMode() const override{ return StencilMode::MESH; }
|
||||||
|
virtual StencilMaskMeshOperator getStencilMaskMeshOperator() override;
|
||||||
|
|
||||||
protected:
|
protected:
|
||||||
bool internalActivate() override;
|
bool internalActivate() override;
|
||||||
void internalDeactivate() override;
|
void internalDeactivate() override;
|
||||||
|
@ -94,4 +99,7 @@ private:
|
||||||
bool _asyncReprojectionActive { false };
|
bool _asyncReprojectionActive { false };
|
||||||
|
|
||||||
bool _hmdMounted { false };
|
bool _hmdMounted { false };
|
||||||
|
|
||||||
|
std::array<graphics::MeshPointer, 2> _stencilMeshes;
|
||||||
|
bool _stencilMeshesInitialized { false };
|
||||||
};
|
};
|
||||||
|
|
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Reference in a new issue