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Merge branch 'multiview' into direct-eye-buffers
This commit is contained in:
commit
936f079db8
9 changed files with 34 additions and 14 deletions
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@ -86,7 +86,14 @@ void I_StartTic ()
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}
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void TBXR_FrameSetup();
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void TBXR_prepareEyeBuffer(int);
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bool TBXR_IsFrameSetup();
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void I_StartFrame ()
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{
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if (TBXR_IsFrameSetup())
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{
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return;
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}
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TBXR_FrameSetup();
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}
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@ -121,11 +121,12 @@ void FGLRenderer::ClearTonemapPalette()
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void FGLRenderer::Flush()
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{
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auto vrmode = VRMode::GetVRMode(true);
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if (vrmode->mEyeCount == 1)
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/* if (vrmode->mEyeCount == 1)
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{
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CopyToBackbuffer(nullptr, true);
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}
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else
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*/
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{
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screen->FirstEye();
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// Render 2D to eye textures
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@ -226,7 +226,7 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
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// This must match the HWViewpointUniforms struct
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layout(std140) uniform ViewpointUBO {
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mat4 ProjectionMatrix;
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mat4 ProjectionMatrix[NUM_VIEWS];
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mat4 ViewMatrix;
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mat4 NormalViewMatrix;
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@ -400,7 +400,7 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
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if (!lightbuffertype)
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{
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#ifdef __MOBILE__
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vp_comb.Format("#version 310 es\n#define NO_CLIPDISTANCE_SUPPORT\n#define NUM_UBO_LIGHTS %d\n#define NUM_UBO_BONES %d\n", lightbuffersize, screen->mBones->GetBlockSize());
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vp_comb.Format("#version 310 es\n#define NO_CLIPDISTANCE_SUPPORT\n#define NUM_UBO_LIGHTS %d\n#define NUM_UBO_BONES %d\n#define NUM_VIEWS 2\n", lightbuffersize, screen->mBones->GetBlockSize());
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#else
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vp_comb.Format("#version 330 core\n#define NUM_UBO_LIGHTS %d\n#define NUM_UBO_BONES %d\n", lightbuffersize, screen->mBones->GetBlockSize());
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#endif
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@ -421,6 +421,12 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
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}
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FString fp_comb = vp_comb;
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#ifdef __MOBILE__
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vp_comb << "#extension GL_OVR_multiview2 : enable\n"
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"layout(num_views=NUM_VIEWS) in;\n";
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#endif
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vp_comb << defines << i_data.GetChars();
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fp_comb << "$placeholder$\n" << defines << i_data.GetChars();
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@ -100,17 +100,20 @@ void HWViewpointBuffer::Set2D(F2DDrawer *drawer, FRenderState &di, int width, in
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if (isDrawingFullscreen && isIn2D) //fullscreen 2D
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{
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matrices.mProjectionMatrix.ortho(0, (float) width, (float) height, 0, -1.0f, 1.0f);
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matrices.mProjectionMatrixLeft.ortho(0, (float) width, (float) height, 0, -1.0f, 1.0f);
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matrices.mProjectionMatrixRight.ortho(0, (float) width, (float) height, 0, -1.0f, 1.0f);
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}
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else if (isIn2D) // HUD
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{
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auto vrmode = VRMode::GetVRMode(true);
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matrices.mProjectionMatrix = vrmode->mEyes[di.GetEye()].GetHUDProjection(width, height);
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matrices.mProjectionMatrixLeft = vrmode->mEyes[0].GetHUDProjection(width, height);
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matrices.mProjectionMatrixRight = vrmode->mEyes[1].GetHUDProjection(width, height);
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}
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else //Player Sprite
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{
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auto vrmode = VRMode::GetVRMode(true);
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matrices.mProjectionMatrix = vrmode->mEyes[di.GetEye()].GetPlayerSpriteProjection(width, height);
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matrices.mProjectionMatrixLeft = vrmode->mEyes[0].GetPlayerSpriteProjection(width, height);
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matrices.mProjectionMatrixRight = vrmode->mEyes[1].GetPlayerSpriteProjection(width, height);
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}
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matrices.CalcDependencies();
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SetViewpoint(di, &matrices);
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@ -15,7 +15,8 @@ enum class ELightBlendMode : uint8_t
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struct HWViewpointUniforms
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{
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VSMatrix mProjectionMatrix;
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VSMatrix mProjectionMatrixLeft;
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VSMatrix mProjectionMatrixRight;
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VSMatrix mViewMatrix;
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VSMatrix mNormalViewMatrix;
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FVector4 mCameraPos;
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@ -171,7 +171,7 @@ float getHmdAdjustedHeightInMapUnit()
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#define isqrt2 0.7071067812f
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static VRMode vrmi_mono = { 1, 1.f, 1.f, 1.f,{ { 0.f, 1.f },{ 0.f, 0.f } } };
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static VRMode vrmi_stereo = { 2, 1.f, 1.f, 1.f,{ { -.5f, 1.f },{ .5f, 1.f } } };
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static VRMode vrmi_stereo = { 1, 1.f, 1.f, 1.f,{ { -.5f, 1.f },{ .5f, 1.f } } };
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static VRMode vrmi_sbsfull = { 2, .5f, 1.f, 2.f,{ { -.5f, .5f },{ .5f, .5f } } };
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static VRMode vrmi_sbssquished = { 2, .5f, 1.f, 1.f,{ { -.5f, 1.f },{ .5f, 1.f } } };
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static VRMode vrmi_lefteye = { 1, 1.f, 1.f, 1.f, { { -.5f, 1.f },{ 0.f, 0.f } } };
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@ -169,7 +169,8 @@ void RenderViewpoint(FRenderViewpoint& mainvp, IntRect* bounds, float fov, float
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di->Viewpoint.FieldOfView = FAngle::fromDeg(fov); // Set the real FOV for the current scene (it's not necessarily the same as the global setting in r_viewpoint)
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// Stereo mode specific perspective projection
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di->VPUniforms.mProjectionMatrix = eye.GetProjection(fov, ratio, fovratio);
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di->VPUniforms.mProjectionMatrixLeft = vrmode->mEyes[0].GetProjection(fov, ratio, fovratio);
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di->VPUniforms.mProjectionMatrixRight = vrmode->mEyes[1].GetProjection(fov, ratio, fovratio);
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// Stereo mode specific viewpoint adjustment
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@ -138,7 +138,8 @@ void HWDrawInfo::StartScene(FRenderViewpoint& parentvp, HWViewpointUniforms* uni
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}
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else
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{
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VPUniforms.mProjectionMatrix.loadIdentity();
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VPUniforms.mProjectionMatrixLeft.loadIdentity();
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VPUniforms.mProjectionMatrixRight.loadIdentity();
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VPUniforms.mViewMatrix.loadIdentity();
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VPUniforms.mNormalViewMatrix.loadIdentity();
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//VPUniforms.mViewHeight = viewheight;
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@ -732,10 +733,10 @@ void HWDrawInfo::DrawScene(int drawmode, bool portal)
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RenderScene(RenderState);
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if (applySSAO && RenderState.GetPassType() == GBUFFER_PASS)
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if (false)//applySSAO && RenderState.GetPassType() == GBUFFER_PASS)
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{
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screen->AmbientOccludeScene(VPUniforms.mProjectionMatrix.get()[5]);
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screen->mViewpoints->Bind(RenderState, vpIndex);
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//screen->AmbientOccludeScene(VPUniforms.mProjectionMatrix[0].get()[5]);
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//screen->mViewpoints->Bind(RenderState, vpIndex);
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}
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// Handle all portals after rendering the opaque objects but before
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@ -109,7 +109,7 @@ void main()
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vTexCoord = TextureMatrix * vec4(parmTexCoord, 0.0, 1.0);
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#endif
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gl_Position = ProjectionMatrix * eyeCoordPos;
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gl_Position = ProjectionMatrix[gl_ViewID_OVR] * eyeCoordPos;
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#ifdef VULKAN_COORDINATE_SYSTEM
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gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0;
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