use vr hiddenarea mask

This commit is contained in:
milek7
2020-11-18 22:18:28 +01:00
parent 8889872f39
commit 79b0216b55
7 changed files with 82 additions and 7 deletions

View File

@@ -125,7 +125,7 @@ bool opengl33_renderer::Init(GLFWwindow *Window)
m_pick_shader = make_shader("vertexonly.vert", "pick.frag");
m_pick_surface_shader = make_shader("simpleuv.vert", "pick_surface.frag");
m_billboard_shader = make_shader("simpleuv.vert", "billboard.frag");
m_celestial_shader = make_shader("celestial.vert", "celestial.frag");
m_celestial_shader = make_shader("celestial.vert", "celestial.frag");
if (Global.gfx_usegles)
m_depth_pointer_shader = make_shader("quad.vert", "gles_depthpointer.frag");
m_invalid_material = Fetch_Material("invalid");
@@ -173,6 +173,8 @@ bool opengl33_renderer::Init(GLFWwindow *Window)
vr = vr_interface_factory::get_instance()->create(Global.vr_backend);
if (vr) {
m_hiddenarea_shader = make_shader("hiddenarea.vert", "hiddenarea.frag");
glm::ivec2 target_size = vr->get_target_size();
WriteLog("using vr rendertarget: " + glm::to_string(target_size));
@@ -740,11 +742,28 @@ void opengl33_renderer::Render_pass(viewport_config &vp, rendermode const Mode)
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, target_size.x, target_size.y);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
}
glEnable(GL_DEPTH_TEST);
glEnable(GL_DEPTH_TEST);
Timer::subsystem.gfx_color.start();
if (vr && (vp.proj_type == viewport_config::vr_left || vp.proj_type == viewport_config::vr_right)) {
glDebug("vr hiddenarea");
TModel3d *mask = vr->get_hiddenarea_mesh((vp.proj_type == viewport_config::vr_left) ? vr_interface::eye_left : vr_interface::eye_right);
if (mask) {
glDisable(GL_CULL_FACE);
glDisable(GL_BLEND);
glDepthMask(GL_TRUE);
m_hiddenarea_shader->bind();
draw(mask->Root->m_geometry.handle);
glEnable(GL_CULL_FACE);
}
}
setup_matrices();
setup_drawing(true);
m_renderpass.draw_stats = {};
@@ -1694,8 +1713,7 @@ bool opengl33_renderer::Render(world_environment *Environment)
return false;
}
Bind_Material(null_handle);
::glDisable(GL_DEPTH_TEST);
Bind_Material(null_handle);
::glPushMatrix();
// skydome
@@ -1860,8 +1878,7 @@ bool opengl33_renderer::Render(world_environment *Environment)
gl::program::unbind();
gl::vao::unbind();
::glPopMatrix();
::glEnable(GL_DEPTH_TEST);
::glPopMatrix();
m_sunlight.apply_angle();
m_sunlight.apply_intensity();

View File

@@ -382,6 +382,7 @@ class opengl33_renderer : public gfx_renderer {
std::unique_ptr<gl::program> m_freespot_shader;
std::unique_ptr<gl::program> m_billboard_shader;
std::unique_ptr<gl::program> m_celestial_shader;
std::unique_ptr<gl::program> m_hiddenarea_shader;
std::unique_ptr<gl::vao> m_empty_vao;

15
shaders/hiddenarea.frag Normal file
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@@ -0,0 +1,15 @@
#include <common>
layout(location = 0) out vec4 out_color;
#if MOTIONBLUR_ENABLED
layout(location = 1) out vec4 out_motion;
#endif
void main()
{
out_color = vec4(vec3(0.0f), 1.0f);
#if MOTIONBLUR_ENABLED
out_motion = vec4(0.0f);
#endif
gl_FragDepth = 1.0f;
}

6
shaders/hiddenarea.vert Normal file
View File

@@ -0,0 +1,6 @@
layout(location = 0) in vec3 v_vert;
void main()
{
gl_Position = vec4(v_vert.xy * 2.0f - 1.0f, 0.5f, 1.0f);
}

View File

@@ -25,8 +25,39 @@ vr_openvr::vr_openvr()
vr::VRInput()->GetActionSetHandle("/actions/main", &actionset);
vr::VRInput()->GetActionHandle("/actions/main/in/PrimaryAction", &primary_action);
vr::VRInput()->GetActionHandle("/actions/main/in/SecondaryAction", &secondary_action);
hiddenarea_mesh[(size_t)vr_interface::eye_left] = create_hiddenarea_model(vr_interface::eye_left);
hiddenarea_mesh[(size_t)vr_interface::eye_right] = create_hiddenarea_model(vr_interface::eye_right);
}
std::unique_ptr<TModel3d> vr_openvr::create_hiddenarea_model(vr_interface::eye_e e)
{
vr::HiddenAreaMesh_t mesh = vr_system->GetHiddenAreaMesh((e == vr_interface::eye_left) ? vr::Eye_Left : vr::Eye_Right, vr::k_eHiddenAreaMesh_Standard);
if (!mesh.unTriangleCount)
return nullptr;
gfx::vertex_array vertices;
for (size_t v = 0; v < mesh.unTriangleCount * 3; v++) {
const vr::HmdVector2_t vertex = mesh.pVertexData[v];
vertices.push_back(gfx::basic_vertex(
glm::vec3(vertex.v[0], vertex.v[1], 0.0f),
glm::vec3(0.0f),
glm::vec2(0.0f)));
}
std::unique_ptr<TModel3d> model = std::make_unique<TModel3d>();
model->AppendChildFromGeometry("__root", "none", vertices, gfx::index_array());
model->Init();
return model;
}
TModel3d* vr_openvr::get_hiddenarea_mesh(eye_e eye)
{
return hiddenarea_mesh[(size_t)eye].get();
};
glm::ivec2 vr_openvr::get_target_size()
{
uint32_t vr_w, vr_h;

View File

@@ -22,6 +22,8 @@ private:
vr::VRInputValueHandle_t inputhandle_left = 0;
vr::VRInputValueHandle_t inputhandle_right = 0;
std::array<std::unique_ptr<TModel3d>, 2> hiddenarea_mesh;
uint32_t primary_controller;
glm::mat4 primary_controller_transform;
@@ -29,6 +31,7 @@ private:
bool update_component(const std::string &rendermodel, vr::VRInputValueHandle_t handle, TSubModel *component);
glm::mat4 get_matrix(const vr::HmdMatrix34_t &src);
std::unique_ptr<TModel3d> create_hiddenarea_model(eye_e e);
vr::VRActionSetHandle_t actionset = 0;
vr::VRActionHandle_t primary_action = 0;
@@ -52,6 +55,7 @@ public:
void begin_frame() override;
void submit(eye_e, opengl_texture*) override;
std::vector<TModel3d*> get_render_models() override;
TModel3d* get_hiddenarea_mesh(eye_e) override;
glm::mat4 get_pick_transform() override;
void finish_frame() override;
~vr_openvr() override;

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@@ -12,6 +12,7 @@ public:
};
virtual viewport_proj_config get_proj_config(eye_e) = 0;
virtual TModel3d* get_hiddenarea_mesh(eye_e) = 0;
virtual glm::ivec2 get_target_size() = 0;
virtual void begin_frame() = 0;
virtual void submit(eye_e, opengl_texture*) = 0;