Side by side rendering

- Side by side rendering implemented throughout the graphics pipeline.
- New GuiTSCtrl renderStyle property is set to "stereo side by side" to
activate.
- You set an IDisplayDevice on the GameConnection to define any vertical
FOV, projection offset, and stereo eye offset properties required for
the stereo rendering (no display device included with this commit).
- Full and Empty templates updated with correct scripts and shaders.
This commit is contained in:
DavidWyand-GG 2013-04-09 15:19:18 -04:00
parent b1feed56fd
commit b32e7688c2
28 changed files with 465 additions and 41 deletions

View file

@ -219,6 +219,7 @@ GameConnection::GameConnection()
// first person
mFirstPerson = true;
mUpdateFirstPerson = false;
clearDisplayDevice();
}
GameConnection::~GameConnection()
@ -1729,6 +1730,13 @@ DefineEngineMethod( GameConnection, setControlObject, bool, (GameBase* ctrlObj),
return true;
}
DefineEngineMethod( GameConnection, clearDisplayDevice, void, (),,
"@brief Clear any display device.\n\n"
"A display device may define a number of properties that are used during rendering.\n\n")
{
object->clearDisplayDevice();
}
DefineEngineMethod( GameConnection, getControlObject, GameBase*, (),,
"@brief On the server, returns the object that the client is controlling."
"By default the control object is an instance of the Player class, but can also be an instance "

View file

@ -45,6 +45,7 @@ enum GameConnectionConstants
DataBlockQueueCount = 16
};
class IDisplayDevice;
class SFXProfile;
class MatrixF;
class MatrixF;
@ -86,6 +87,8 @@ private:
F32 mCameraFov; ///< Current camera fov (in degrees).
F32 mCameraPos; ///< Current camera pos (0-1).
F32 mCameraSpeed; ///< Camera in/out speed.
IDisplayDevice* mDisplayDevice; ///< Optional client display device that imposes rendering properties.
/// @}
public:
@ -263,6 +266,10 @@ public:
void setFirstPerson(bool firstPerson);
bool hasDisplayDevice() const { return mDisplayDevice != NULL; }
const IDisplayDevice* getDisplayDevice() const { return mDisplayDevice; }
void setDisplayDevice(IDisplayDevice* display) { mDisplayDevice = display; }
void clearDisplayDevice() { mDisplayDevice = NULL; }
/// @}
void detectLag();

View file

@ -32,7 +32,7 @@
#include "math/mEase.h"
#include "core/module.h"
#include "console/engineAPI.h"
#include "platform/output/IDisplayDevice.h"
static void RegisterGameFunctions();
static void Process3D();
@ -82,6 +82,8 @@ static S32 gEaseBack = Ease::Back;
static S32 gEaseBounce = Ease::Bounce;
extern bool gEditingMission;
extern void ShowInit();
//------------------------------------------------------------------------------
@ -354,9 +356,44 @@ bool GameProcessCameraQuery(CameraQuery *query)
sVisDistanceScale = mClampF( sVisDistanceScale, 0.01f, 1.0f );
query->farPlane = gClientSceneGraph->getVisibleDistance() * sVisDistanceScale;
F32 cameraFov;
if(!connection->getControlCameraFov(&cameraFov))
// Provide some default values
query->projectionOffset = Point2F::Zero;
query->eyeOffset = Point3F::Zero;
F32 cameraFov = 0.0f;
bool fovSet = false;
// Try to use the connection's display deivce, if any, but only if the editor
// is not open
if(!gEditingMission && connection->hasDisplayDevice())
{
const IDisplayDevice* display = connection->getDisplayDevice();
// The connection's display device may want to set the FOV
if(display->providesYFOV())
{
cameraFov = mRadToDeg(display->getYFOV());
fovSet = true;
}
// The connection's display device may want to set the projection offset
if(display->providesProjectionOffset())
{
query->projectionOffset = display->getProjectionOffset();
}
// The connection's display device may want to set the eye offset
if(display->providesEyeOffset())
{
query->eyeOffset = display->getEyeOffset();
}
}
// Use the connection's FOV settings if requried
if(!fovSet && !connection->getControlCameraFov(&cameraFov))
{
return false;
}
query->fov = mDegToRad(cameraFov);
return true;

View file

@ -278,7 +278,11 @@ bool LightFlareData::_testVisibility(const SceneRenderState *state, LightFlareSt
// the last result.
const Point3F &lightPos = flareState->lightMat.getPosition();
const RectI &viewport = GFX->getViewport();
bool onScreen = MathUtils::mProjectWorldToScreen( lightPos, outLightPosSS, viewport, GFX->getWorldMatrix(), state->getSceneManager()->getNonClipProjection() );
MatrixF projMatrix;
state->getFrustum().getProjectionMatrix(&projMatrix);
if( state->isReflectPass() )
projMatrix = state->getSceneManager()->getNonClipProjection();
bool onScreen = MathUtils::mProjectWorldToScreen( lightPos, outLightPosSS, viewport, GFX->getWorldMatrix(), projMatrix );
// It is onscreen, so raycast as a simple occlusion test.
const LightInfo *lightInfo = flareState->lightInfo;
@ -452,13 +456,17 @@ void LightFlareData::prepRender( SceneRenderState *state, LightFlareState *flare
Point3F oneOverViewportExtent( 1.0f / (F32)viewport.extent.x, 1.0f / (F32)viewport.extent.y, 0.0f );
// Really convert it to screen space.
lightPosSS.x -= viewport.point.x;
lightPosSS.y -= viewport.point.y;
lightPosSS *= oneOverViewportExtent;
lightPosSS = ( lightPosSS * 2.0f ) - Point3F::One;
lightPosSS.y = -lightPosSS.y;
lightPosSS.z = 0.0f;
Point3F flareVec( -lightPosSS );
// Take any projection offset into account so that the point where the flare's
// elements converge is at the 'eye' point rather than the center of the viewport.
const Point2F& projOffset = state->getFrustum().getProjectionOffset();
Point3F flareVec( -lightPosSS + Point3F(projOffset.x, projOffset.y, 0.0f) );
const F32 flareLength = flareVec.len();
if ( flareLength > 0.0f )
flareVec *= 1.0f / flareLength;