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Merge pull request #10678 from zfox23/spectatorCamera_improvements1
Secondary camera and rendering improvements
This commit is contained in:
commit
f214712b33
4 changed files with 46 additions and 18 deletions
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@ -42,6 +42,9 @@ void SecondaryCameraRenderTaskConfig::resetSizeSpectatorCamera(int width, int he
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class BeginSecondaryCameraFrame { // Changes renderContext for our framebuffer and and view.
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glm::vec3 _position{};
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glm::quat _orientation{};
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float _vFoV{};
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float _nearClipPlaneDistance{};
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float _farClipPlaneDistance{};
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public:
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using Config = BeginSecondaryCameraFrameConfig;
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using JobModel = render::Job::ModelO<BeginSecondaryCameraFrame, RenderArgsPointer, Config>;
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@ -53,6 +56,9 @@ public:
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if (config.enabled || config.alwaysEnabled) {
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_position = config.position;
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_orientation = config.orientation;
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_vFoV = config.vFoV;
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_nearClipPlaneDistance = config.nearClipPlaneDistance;
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_farClipPlaneDistance = config.farClipPlaneDistance;
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}
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}
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@ -62,7 +68,6 @@ public:
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gpu::FramebufferPointer destFramebuffer;
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destFramebuffer = textureCache->getSpectatorCameraFramebuffer(); // FIXME: Change the destination based on some unimplemented config var
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if (destFramebuffer) {
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// Caching/restoring the old values doesn't seem to be needed. Is it because we happen to be last in the pipeline (which would be a bug waiting to happen)?
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_cachedArgsPointer->_blitFramebuffer = args->_blitFramebuffer;
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_cachedArgsPointer->_viewport = args->_viewport;
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_cachedArgsPointer->_displayMode = args->_displayMode;
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@ -77,6 +82,10 @@ public:
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auto srcViewFrustum = args->getViewFrustum();
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srcViewFrustum.setPosition(_position);
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srcViewFrustum.setOrientation(_orientation);
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srcViewFrustum.setProjection(glm::perspective(glm::radians(_vFoV), ((float)args->_viewport.z / (float)args->_viewport.w), _nearClipPlaneDistance, _farClipPlaneDistance));
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// Without calculating the bound planes, the secondary camera will use the same culling frustum as the main camera,
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// which is not what we want here.
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srcViewFrustum.calculate();
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args->pushViewFrustum(srcViewFrustum);
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cachedArgs = _cachedArgsPointer;
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}
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@ -29,13 +29,19 @@ public:
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void build(JobModel& task, const render::Varying& inputs, render::Varying& outputs, render::CullFunctor cullFunctor, bool isDeferred = true);
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};
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class BeginSecondaryCameraFrameConfig : public render::Task::Config { // Exposes view frustum position/orientation to javascript.
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class BeginSecondaryCameraFrameConfig : public render::Task::Config { // Exposes secondary camera parameters to JavaScript.
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Q_OBJECT
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Q_PROPERTY(glm::vec3 position MEMBER position NOTIFY dirty) // of viewpoint to render from
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Q_PROPERTY(glm::quat orientation MEMBER orientation NOTIFY dirty) // of viewpoint to render from
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Q_PROPERTY(float vFoV MEMBER vFoV NOTIFY dirty) // Secondary camera's vertical field of view. In degrees.
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Q_PROPERTY(float nearClipPlaneDistance MEMBER nearClipPlaneDistance NOTIFY dirty) // Secondary camera's near clip plane distance. In meters.
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Q_PROPERTY(float farClipPlaneDistance MEMBER farClipPlaneDistance NOTIFY dirty) // Secondary camera's far clip plane distance. In meters.
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public:
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glm::vec3 position{};
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glm::quat orientation{};
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float vFoV{ 45.0f };
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float nearClipPlaneDistance{ 0.1f };
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float farClipPlaneDistance{ 100.0f };
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BeginSecondaryCameraFrameConfig() : render::Task::Config(false) {}
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signals:
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void dirty();
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@ -119,7 +119,7 @@ void GLBackend::TransformStageState::preUpdate(size_t commandIndex, const Stereo
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size_t offset = _cameraUboSize * _cameras.size();
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_cameraOffsets.push_back(TransformStageState::Pair(commandIndex, offset));
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if (stereo._enable) {
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if (stereo.isStereo()) {
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#ifdef GPU_STEREO_CAMERA_BUFFER
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_cameras.push_back(CameraBufferElement(_camera.getEyeCamera(0, stereo, _view), _camera.getEyeCamera(1, stereo, _view)));
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#else
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@ -151,7 +151,7 @@ void GLBackend::TransformStageState::update(size_t commandIndex, const StereoSta
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#ifdef GPU_STEREO_CAMERA_BUFFER
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bindCurrentCamera(0);
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#else
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if (!stereo._enable) {
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if (!stereo.isStereo()) {
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bindCurrentCamera(0);
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}
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#endif
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@ -22,7 +22,7 @@
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//
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// Function Name: inFrontOf(), flip()
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// Function Name: inFrontOf()
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//
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// Description:
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// Spectator camera utility functions and variables.
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@ -31,8 +31,6 @@
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return Vec3.sum(position || MyAvatar.position,
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Vec3.multiply(distance, Quat.getForward(orientation || MyAvatar.orientation)));
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}
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var aroundY = Quat.fromPitchYawRollDegrees(0, 180, 0);
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function flip(rotation) { return Quat.multiply(rotation, aroundY); }
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//
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// Function Name: updateRenderFromCamera()
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@ -73,10 +71,6 @@
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lastCameraPosition = cameraData.position;
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beginSpectatorFrameRenderConfig.position = Vec3.sum(inFrontOf(0.17, lastCameraPosition, lastCameraRotation), {x: 0, y: 0.02, z: 0});
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}
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if (cameraIsDynamic) {
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// BUG: image3d overlays don't retain their locations properly when parented to a dynamic object
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Overlays.editOverlay(viewFinderOverlay, { orientation: flip(cameraData.rotation) });
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}
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}
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//
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@ -85,6 +79,11 @@
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// Relevant Variables:
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// isUpdateRenderWired: Bool storing whether or not the camera's update
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// function is wired.
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// windowAspectRatio: The ratio of the Interface windows's sizeX/sizeY
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// previewAspectRatio: The ratio of the camera preview's sizeX/sizeY
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// vFoV: The vertical field of view of the spectator camera
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// nearClipPlaneDistance: The near clip plane distance of the spectator camera
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// farClipPlaneDistance: The far clip plane distance of the spectator camera
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//
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// Arguments:
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// None
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@ -94,11 +93,22 @@
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// spawn the camera entity.
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//
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var isUpdateRenderWired = false;
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var windowAspectRatio;
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var previewAspectRatio = 16 / 9;
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var vFoV = 45.0;
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var nearClipPlaneDistance = 0.1;
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var farClipPlaneDistance = 100.0;
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function spectatorCameraOn() {
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// Set the special texture size based on the window in which it will eventually be displayed.
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var size = Controller.getViewportDimensions(); // FIXME: Need a signal to hook into when the dimensions change.
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spectatorFrameRenderConfig.resetSizeSpectatorCamera(size.x, size.y);
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var sizeX = Window.innerWidth;
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var sizeY = Window.innerHeight;
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windowAspectRatio = sizeX/sizeY;
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spectatorFrameRenderConfig.resetSizeSpectatorCamera(sizeX, sizeY);
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spectatorFrameRenderConfig.enabled = beginSpectatorFrameRenderConfig.enabled = true;
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beginSpectatorFrameRenderConfig.vFoV = vFoV;
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beginSpectatorFrameRenderConfig.nearClipPlaneDistance = nearClipPlaneDistance;
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beginSpectatorFrameRenderConfig.farClipPlaneDistance = farClipPlaneDistance;
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var cameraRotation = MyAvatar.orientation, cameraPosition = inFrontOf(1, Vec3.sum(MyAvatar.position, { x: 0, y: 0.3, z: 0 }));
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Script.update.connect(updateRenderFromCamera);
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isUpdateRenderWired = true;
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@ -132,14 +142,17 @@
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parentID: camera,
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alpha: 1,
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position: { x: 0.007, y: 0.15, z: -0.005 },
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scale: -0.16,
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dimensions: { x: 0.16, y: -0.16 * windowAspectRatio / previewAspectRatio, z: 0 }
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// Negative dimension for viewfinder is necessary for now due to the way Image3DOverlay
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// draws textures.
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// See Image3DOverlay.cpp:91. If you change the two lines there to:
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// glm::vec2 topLeft(-x, -y);
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// glm::vec2 bottomRight(x, y);
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// the viewfinder will appear rightside up without this negative y-dimension.
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// However, other Image3DOverlay textures (like the PAUSED one) will appear upside-down. *Why?*
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// FIXME: This code will stretch the preview as the window aspect ratio changes. Fix that!
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});
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Entities.editEntity(camera, { position: cameraPosition, rotation: cameraRotation });
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// FIXME: We shouldn't need the flip and the negative scale.
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// e.g., This isn't necessary using an ordinary .jpg with lettering, above.
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// Must be something about the view frustum projection matrix?
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// But don't go changing that in (c++ code) without getting all the way to a desktop display!
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Overlays.editOverlay(viewFinderOverlay, { orientation: flip(cameraRotation) });
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setDisplay(monitorShowsCameraView);
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}
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