Basic fix for stereo rendering without a display device

This commit is contained in:
James Urquhart 2015-06-21 20:59:41 +01:00
parent 8a55feebef
commit efc47ed757
6 changed files with 104 additions and 30 deletions

View file

@ -349,7 +349,13 @@ bool GameProcessCameraQuery(CameraQuery *query)
// Provide some default values // Provide some default values
query->projectionOffset = Point2F::Zero; query->projectionOffset = Point2F::Zero;
query->stereoTargets[0] = 0;
query->stereoTargets[1] = 0;
query->eyeOffset[0] = Point3F::Zero;
query->eyeOffset[1] = Point3F::Zero;
query->hasFovPort = false;
query->hasStereoTargets = false;
F32 cameraFov = 0.0f; F32 cameraFov = 0.0f;
bool fovSet = false; bool fovSet = false;
@ -383,6 +389,7 @@ bool GameProcessCameraQuery(CameraQuery *query)
{ {
display->getFovPorts(query->fovPort); display->getFovPorts(query->fovPort);
fovSet = true; fovSet = true;
query->hasFovPort = true;
} }
// Grab the latest overriding render view transforms // Grab the latest overriding render view transforms
@ -391,6 +398,11 @@ bool GameProcessCameraQuery(CameraQuery *query)
display->getStereoViewports(query->stereoViewports); display->getStereoViewports(query->stereoViewports);
display->getStereoTargets(query->stereoTargets); display->getStereoTargets(query->stereoTargets);
} }
else
{
query->eyeTransforms[0] = query->cameraMatrix;
query->eyeTransforms[1] = query->cameraMatrix;
}
// Use the connection's FOV settings if requried // Use the connection's FOV settings if requried
if(!connection->getControlCameraFov(&cameraFov)) if(!connection->getControlCameraFov(&cameraFov))

View file

@ -354,10 +354,10 @@ public:
void setStereoEyeTransforms(MatrixF *transforms) { dMemcpy(mStereoEyeTransforms, transforms, sizeof(mStereoEyeTransforms)); dMemcpy(mInverseStereoEyeTransforms, transforms, sizeof(mInverseStereoEyeTransforms)); mInverseStereoEyeTransforms[0].inverse(); mInverseStereoEyeTransforms[1].inverse(); } void setStereoEyeTransforms(MatrixF *transforms) { dMemcpy(mStereoEyeTransforms, transforms, sizeof(mStereoEyeTransforms)); dMemcpy(mInverseStereoEyeTransforms, transforms, sizeof(mInverseStereoEyeTransforms)); mInverseStereoEyeTransforms[0].inverse(); mInverseStereoEyeTransforms[1].inverse(); }
/// Set the current eye offset used during stereo rendering. Assumes NumStereoPorts are available. /// Set the current eye offset used during stereo rendering. Assumes NumStereoPorts are available.
void setFovPort(const FovPort *ports) { dMemcpy(mFovPorts, ports, sizeof(mFovPorts)); } void setStereoFovPort(const FovPort *ports) { dMemcpy(mFovPorts, ports, sizeof(mFovPorts)); }
/// Get the current eye offset used during stereo rendering /// Get the current eye offset used during stereo rendering
const FovPort* getSteroFovPort() { return mFovPorts; } const FovPort* getStereoFovPort() { return mFovPorts; }
/// Sets stereo viewports /// Sets stereo viewports
void setSteroViewports(const RectI *ports) { dMemcpy(mStereoViewports, ports, sizeof(RectI) * NumStereoPorts); } void setSteroViewports(const RectI *ports) { dMemcpy(mStereoViewports, ports, sizeof(RectI) * NumStereoPorts); }

View file

@ -159,6 +159,8 @@ GuiTSCtrl::GuiTSCtrl()
mLastCameraQuery.nearPlane = 0.01f; mLastCameraQuery.nearPlane = 0.01f;
mLastCameraQuery.projectionOffset = Point2F::Zero; mLastCameraQuery.projectionOffset = Point2F::Zero;
mLastCameraQuery.hasFovPort = false;
mLastCameraQuery.hasStereoTargets = false;
mLastCameraQuery.ortho = false; mLastCameraQuery.ortho = false;
} }
@ -312,6 +314,46 @@ F32 GuiTSCtrl::calculateViewDistance(F32 radius)
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
static FovPort CalculateFovPortForCanvas(const RectI viewport, const CameraQuery &cameraQuery)
{
F32 wwidth;
F32 wheight;
F32 renderWidth = viewport.extent.x;
F32 renderHeight = viewport.extent.y;
F32 aspectRatio = renderWidth / renderHeight;
// Use the FOV to calculate the viewport height scale
// then generate the width scale from the aspect ratio.
if(!cameraQuery.ortho)
{
wheight = /*cameraQuery.nearPlane * */ mTan(cameraQuery.fov / 2.0f);
wwidth = aspectRatio * wheight;
}
else
{
wheight = cameraQuery.fov;
wwidth = aspectRatio * wheight;
}
F32 hscale = wwidth * 2.0f / renderWidth;
F32 vscale = wheight * 2.0f / renderHeight;
F32 left = 0.0f * hscale - wwidth;
F32 right = renderWidth * hscale - wwidth;
F32 top = wheight - vscale * 0.0f;
F32 bottom = wheight - vscale * renderHeight;
FovPort fovPort;
fovPort.upTan = top;
fovPort.downTan = -bottom;
fovPort.leftTan = -left;
fovPort.rightTan = right;
return fovPort;
}
//-----------------------------------------------------------------------------
void GuiTSCtrl::onRender(Point2I offset, const RectI &updateRect) void GuiTSCtrl::onRender(Point2I offset, const RectI &updateRect)
{ {
// Save the current transforms so we can restore // Save the current transforms so we can restore
@ -340,7 +382,25 @@ void GuiTSCtrl::onRender(Point2I offset, const RectI &updateRect)
GFX->setCurrentRenderStyle(GFXDevice::RS_StereoSideBySide); GFX->setCurrentRenderStyle(GFXDevice::RS_StereoSideBySide);
GFX->setCurrentProjectionOffset(mLastCameraQuery.projectionOffset); GFX->setCurrentProjectionOffset(mLastCameraQuery.projectionOffset);
GFX->setStereoEyeOffsets(mLastCameraQuery.eyeOffset); GFX->setStereoEyeOffsets(mLastCameraQuery.eyeOffset);
GFX->setFovPort(mLastCameraQuery.fovPort); // NOTE: this specifies fov for BOTH eyes
if (!mLastCameraQuery.hasStereoTargets)
{
// Need to calculate our current viewport here
mLastCameraQuery.stereoViewports[0] = updateRect;
mLastCameraQuery.stereoViewports[0].extent.x /= 2;
mLastCameraQuery.stereoViewports[1] = mLastCameraQuery.stereoViewports[0];
mLastCameraQuery.stereoViewports[1].point.x += mLastCameraQuery.stereoViewports[1].extent.x;
}
if (!mLastCameraQuery.hasFovPort)
{
// Need to make our own fovPort
mLastCameraQuery.fovPort[0] = CalculateFovPortForCanvas(mLastCameraQuery.stereoViewports[0], mLastCameraQuery);
mLastCameraQuery.fovPort[1] = CalculateFovPortForCanvas(mLastCameraQuery.stereoViewports[1], mLastCameraQuery);
}
GFX->setStereoFovPort(mLastCameraQuery.fovPort); // NOTE: this specifies fov for BOTH eyes
GFX->setSteroViewports(mLastCameraQuery.stereoViewports); GFX->setSteroViewports(mLastCameraQuery.stereoViewports);
GFX->setStereoTargets(mLastCameraQuery.stereoTargets); GFX->setStereoTargets(mLastCameraQuery.stereoTargets);
@ -402,29 +462,6 @@ void GuiTSCtrl::onRender(Point2I offset, const RectI &updateRect)
mLastCameraQuery.cameraMatrix.mul(rotMat); mLastCameraQuery.cameraMatrix.mul(rotMat);
} }
// set up the camera and viewport stuff:
F32 wwidth;
F32 wheight;
F32 renderWidth = F32(renderSize.x);
F32 renderHeight = F32(renderSize.y);
F32 aspectRatio = renderWidth / renderHeight;
// Use the FOV to calculate the viewport height scale
// then generate the width scale from the aspect ratio.
if(!mLastCameraQuery.ortho)
{
wheight = mLastCameraQuery.nearPlane * mTan(mLastCameraQuery.fov / 2.0f);
wwidth = aspectRatio * wheight;
}
else
{
wheight = mLastCameraQuery.fov;
wwidth = aspectRatio * wheight;
}
F32 hscale = wwidth * 2.0f / renderWidth;
F32 vscale = wheight * 2.0f / renderHeight;
Frustum frustum; Frustum frustum;
if(mRenderStyle == RenderStyleStereoSideBySide) if(mRenderStyle == RenderStyleStereoSideBySide)
{ {
@ -433,6 +470,29 @@ void GuiTSCtrl::onRender(Point2I offset, const RectI &updateRect)
} }
else else
{ {
// set up the camera and viewport stuff:
F32 wwidth;
F32 wheight;
F32 renderWidth = F32(renderSize.x);
F32 renderHeight = F32(renderSize.y);
F32 aspectRatio = renderWidth / renderHeight;
// Use the FOV to calculate the viewport height scale
// then generate the width scale from the aspect ratio.
if(!mLastCameraQuery.ortho)
{
wheight = mLastCameraQuery.nearPlane * mTan(mLastCameraQuery.fov / 2.0f);
wwidth = aspectRatio * wheight;
}
else
{
wheight = mLastCameraQuery.fov;
wwidth = aspectRatio * wheight;
}
F32 hscale = wwidth * 2.0f / renderWidth;
F32 vscale = wheight * 2.0f / renderHeight;
F32 left = (updateRect.point.x - offset.x) * hscale - wwidth; F32 left = (updateRect.point.x - offset.x) * hscale - wwidth;
F32 right = (updateRect.point.x + updateRect.extent.x - offset.x) * hscale - wwidth; F32 right = (updateRect.point.x + updateRect.extent.x - offset.x) * hscale - wwidth;
F32 top = wheight - vscale * (updateRect.point.y - offset.y); F32 top = wheight - vscale * (updateRect.point.y - offset.y);
@ -516,7 +576,7 @@ void GuiTSCtrl::onRender(Point2I offset, const RectI &updateRect)
Frustum originalFrustum = GFX->getFrustum(); Frustum originalFrustum = GFX->getFrustum();
GFXTextureObject *texObject = mStereoGuiTarget->getTexture(0); GFXTextureObject *texObject = mStereoGuiTarget->getTexture(0);
const FovPort *currentFovPort = GFX->getSteroFovPort(); const FovPort *currentFovPort = GFX->getStereoFovPort();
const MatrixF *eyeTransforms = GFX->getStereoEyeTransforms(); const MatrixF *eyeTransforms = GFX->getStereoEyeTransforms();
const MatrixF *worldEyeTransforms = GFX->getInverseStereoEyeTransforms(); const MatrixF *worldEyeTransforms = GFX->getInverseStereoEyeTransforms();
const Point3F *eyeOffset = GFX->getStereoEyeOffsets(); const Point3F *eyeOffset = GFX->getStereoEyeOffsets();

View file

@ -49,6 +49,8 @@ struct CameraQuery
Point3F eyeOffset[2]; Point3F eyeOffset[2];
MatrixF eyeTransforms[2]; MatrixF eyeTransforms[2];
bool ortho; bool ortho;
bool hasFovPort;
bool hasStereoTargets;
MatrixF cameraMatrix; MatrixF cameraMatrix;
RectI stereoViewports[2]; // destination viewports RectI stereoViewports[2]; // destination viewports
GFXTextureTarget* stereoTargets[2]; GFXTextureTarget* stereoTargets[2];

View file

@ -606,7 +606,7 @@ void PlaneReflector::updateReflection( const ReflectParams &params )
RectI originalVP = GFX->getViewport(); RectI originalVP = GFX->getViewport();
Point2F projOffset = GFX->getCurrentProjectionOffset(); Point2F projOffset = GFX->getCurrentProjectionOffset();
const FovPort *currentFovPort = GFX->getSteroFovPort(); const FovPort *currentFovPort = GFX->getStereoFovPort();
MatrixF inverseEyeTransforms[2]; MatrixF inverseEyeTransforms[2];
// Calculate world transforms for eyes // Calculate world transforms for eyes

View file

@ -240,7 +240,7 @@ void SceneManager::renderScene( SceneRenderState* renderState, U32 objectMask, S
Frustum originalFrustum = GFX->getFrustum(); Frustum originalFrustum = GFX->getFrustum();
Point2F projOffset = GFX->getCurrentProjectionOffset(); Point2F projOffset = GFX->getCurrentProjectionOffset();
const FovPort *currentFovPort = GFX->getSteroFovPort(); const FovPort *currentFovPort = GFX->getStereoFovPort();
const MatrixF *eyeTransforms = GFX->getStereoEyeTransforms(); const MatrixF *eyeTransforms = GFX->getStereoEyeTransforms();
const MatrixF *worldEyeTransforms = GFX->getInverseStereoEyeTransforms(); const MatrixF *worldEyeTransforms = GFX->getInverseStereoEyeTransforms();