Basic fix for reflections in both stereo rendering modes

This commit is contained in:
James Urquhart 2016-06-08 22:50:10 +01:00
parent fa7697b13e
commit 1198932e87
6 changed files with 150 additions and 155 deletions

View file

@ -353,10 +353,12 @@ static FovPort CalculateFovPortForCanvas(const RectI viewport, const CameraQuery
return fovPort;
}
void GuiTSCtrl::_internalRender(RectI viewport, Frustum &frustum)
void GuiTSCtrl::_internalRender(RectI guiViewport, RectI renderViewport, Frustum &frustum)
{
GFXTransformSaver saver;
Point2I renderSize = viewport.extent;
Point2I renderSize = renderViewport.extent;
GFXTarget *origTarget = GFX->getActiveRenderTarget();
S32 origStereoTarget = GFX->getCurrentStereoTarget();
if (mForceFOV != 0)
mLastCameraQuery.fov = mDegToRad(mForceFOV);
@ -380,7 +382,9 @@ void GuiTSCtrl::_internalRender(RectI viewport, Frustum &frustum)
mLastCameraQuery);
}
GFX->setViewport(viewport);
GFX->setActiveRenderTarget(origTarget);
GFX->setCurrentStereoTarget(origStereoTarget);
GFX->setViewport(renderViewport);
// Clear the zBuffer so GUI doesn't hose object rendering accidentally
GFX->clear(GFXClearZBuffer, ColorI(20, 20, 20), 1.0f, 0);
@ -410,7 +414,7 @@ void GuiTSCtrl::_internalRender(RectI viewport, Frustum &frustum)
mSaveProjection = GFX->getProjectionMatrix();
mSaveModelview = GFX->getWorldMatrix();
mSaveViewport = viewport;
mSaveViewport = guiViewport;
mSaveWorldToScreenScale = GFX->getWorldToScreenScale();
mSaveFrustum = GFX->getFrustum();
mSaveFrustum.setTransform(mLastCameraQuery.cameraMatrix);
@ -422,7 +426,7 @@ void GuiTSCtrl::_internalRender(RectI viewport, Frustum &frustum)
// Give the post effect manager the worldToCamera, and cameraToScreen matrices
PFXMGR->setFrameMatrices(mSaveModelview, mSaveProjection);
renderWorld(viewport);
renderWorld(guiViewport);
DebugDrawer* debugDraw = DebugDrawer::get();
if (mRenderStyle == RenderStyleStereoSideBySide && debugDraw->willDraw())
@ -445,97 +449,6 @@ void GuiTSCtrl::_internalRender(RectI viewport, Frustum &frustum)
debugDraw->render();
}
// Render the canvas overlay if its available
if (mStereoCanvas.getPointer() && mStereoGuiTarget.getPointer() && mStereoCanvas->size() != 0)
{
GFXDEBUGEVENT_SCOPE(StereoGui_Render, ColorI(255, 0, 0));
MatrixF proj(1);
Frustum originalFrustum = frustum;
GFXTextureObject *texObject = mStereoGuiTarget->getTexture(0);
const FovPort *currentFovPort = GFX->getStereoFovPort();
const MatrixF *eyeTransforms = GFX->getStereoEyeTransforms();
const Point3F *eyeOffset = GFX->getStereoEyeOffsets();
Frustum gfxFrustum = originalFrustum;
GFX->setClipRect(viewport);
GFX->setViewport(viewport);
GFX->setFrustum(frustum);
MatrixF eyeWorldTrans(1);
if (mLastCameraQuery.currentEye != -1)
{
eyeWorldTrans.setPosition(Point3F(eyeOffset[mLastCameraQuery.currentEye].x, eyeOffset[mLastCameraQuery.currentEye].y, eyeOffset[mLastCameraQuery.currentEye].z));
}
MatrixF eyeWorld(1);
eyeWorld.mul(eyeWorldTrans);
eyeWorld.inverse();
GFX->setWorldMatrix(eyeWorld);
GFX->setViewMatrix(MatrixF::Identity);
if (!mStereoOverlayVB.getPointer())
{
mStereoOverlayVB.set(GFX, 4, GFXBufferTypeStatic);
GFXVertexPCT *verts = mStereoOverlayVB.lock(0, 4);
F32 texLeft = 0.0f;
F32 texRight = 1.0f;
F32 texTop = 1.0f;
F32 texBottom = 0.0f;
F32 rectRatio = gfxFrustum.getWidth() / gfxFrustum.getHeight();
F32 rectWidth = gfxFrustum.getWidth() * TS_OVERLAY_SCREEN_WIDTH;
F32 rectHeight = rectWidth * rectRatio;
F32 screenLeft = -rectWidth * 0.5;
F32 screenRight = rectWidth * 0.5;
F32 screenTop = -rectHeight * 0.5;
F32 screenBottom = rectHeight * 0.5;
const F32 fillConv = 0.0f;
const F32 frustumDepthAdjusted = gfxFrustum.getNearDist() + 0.012;
verts[0].point.set(screenLeft - fillConv, frustumDepthAdjusted, screenTop - fillConv);
verts[1].point.set(screenRight - fillConv, frustumDepthAdjusted, screenTop - fillConv);
verts[2].point.set(screenLeft - fillConv, frustumDepthAdjusted, screenBottom - fillConv);
verts[3].point.set(screenRight - fillConv, frustumDepthAdjusted, screenBottom - fillConv);
verts[0].color = verts[1].color = verts[2].color = verts[3].color = ColorI(255, 255, 255, 255);
verts[0].texCoord.set(texLeft, texTop);
verts[1].texCoord.set(texRight, texTop);
verts[2].texCoord.set(texLeft, texBottom);
verts[3].texCoord.set(texRight, texBottom);
mStereoOverlayVB.unlock();
}
if (!mStereoGuiSB.getPointer())
{
// DrawBitmapStretchSR
GFXStateBlockDesc bitmapStretchSR;
bitmapStretchSR.setCullMode(GFXCullNone);
bitmapStretchSR.setZReadWrite(false, false);
bitmapStretchSR.setBlend(true, GFXBlendSrcAlpha, GFXBlendInvSrcAlpha);
bitmapStretchSR.samplersDefined = true;
bitmapStretchSR.samplers[0] = GFXSamplerStateDesc::getClampLinear();
bitmapStretchSR.samplers[0].minFilter = GFXTextureFilterPoint;
bitmapStretchSR.samplers[0].mipFilter = GFXTextureFilterPoint;
bitmapStretchSR.samplers[0].magFilter = GFXTextureFilterPoint;
mStereoGuiSB = GFX->createStateBlock(bitmapStretchSR);
}
GFX->setPrimitiveBuffer(NULL);
GFX->setVertexBuffer(mStereoOverlayVB);
GFX->setStateBlock(mStereoGuiSB);
GFX->setTexture(0, texObject);
GFX->setupGenericShaders(GFXDevice::GSModColorTexture);
GFX->drawPrimitive(GFXTriangleStrip, 0, 2);
}
saver.restore();
}
@ -659,7 +572,7 @@ void GuiTSCtrl::onRender(Point2I offset, const RectI &updateRect)
// Allow render size to originate from the render target
if (mLastCameraQuery.stereoTargets[0])
{
renderSize = mLastCameraQuery.stereoViewports[0].extent;
renderSize = mLastCameraQuery.stereoTargets[0]->getSize();
renderingToTarget = true;
}
@ -667,7 +580,7 @@ void GuiTSCtrl::onRender(Point2I offset, const RectI &updateRect)
MathUtils::makeFovPortFrustum(&frustum, mLastCameraQuery.ortho, mLastCameraQuery.nearPlane, mLastCameraQuery.farPlane, mLastCameraQuery.fovPort[0]);
GFX->activateStereoTarget(-1);
_internalRender(RectI(updateRect.point, updateRect.extent), frustum);
_internalRender(RectI(updateRect.point, updateRect.extent), RectI(Point2I(0,0), renderSize), frustum);
// Notify device we've rendered the right, thus the last stereo frame.
GFX->getDeviceEventSignal().trigger(GFXDevice::deRightStereoFrameRendered);
@ -726,17 +639,21 @@ void GuiTSCtrl::onRender(Point2I offset, const RectI &updateRect)
frustum.update();
GFX->activateStereoTarget(0);
mLastCameraQuery.currentEye = 0;
_internalRender(RectI(Point2I(0, 0), mLastCameraQuery.stereoTargets[0]->getSize()), frustum);
GFX->beginField();
_internalRender(RectI(Point2I(0, 0), mLastCameraQuery.stereoTargets[0]->getSize()), RectI(Point2I(0, 0), mLastCameraQuery.stereoTargets[0]->getSize()), frustum);
GFX->getDeviceEventSignal().trigger(GFXDevice::deLeftStereoFrameRendered);
GFX->endField();
// Right
GFX->activateStereoTarget(1);
mLastCameraQuery.currentEye = 1;
MathUtils::makeFovPortFrustum(&frustum, mLastCameraQuery.ortho, mLastCameraQuery.nearPlane, mLastCameraQuery.farPlane, mLastCameraQuery.fovPort[1]);
mLastCameraQuery.cameraMatrix = myTransforms[1];
frustum.update();
_internalRender(RectI(Point2I(0, 0), mLastCameraQuery.stereoTargets[1]->getSize()), frustum);
GFX->getDeviceEventSignal().trigger(GFXDevice::deRightStereoFrameRendered);
frustum.update();
GFX->beginField();
_internalRender(RectI(Point2I(0, 0), mLastCameraQuery.stereoTargets[1]->getSize()), RectI(Point2I(0, 0), mLastCameraQuery.stereoTargets[0]->getSize()), frustum);
GFX->getDeviceEventSignal().trigger(GFXDevice::deRightStereoFrameRendered);
GFX->endField();
mLastCameraQuery.cameraMatrix = origMatrix;
@ -805,7 +722,7 @@ void GuiTSCtrl::onRender(Point2I offset, const RectI &updateRect)
tempRect.point.y = screensize.y - (tempRect.point.y + tempRect.extent.y);
#endif
_internalRender(tempRect, frustum);
_internalRender(tempRect, tempRect, frustum);
}
// TODO: Some render to sort of overlay system?