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https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-03-22 06:55:02 +01:00
use vr hiddenarea mask
This commit is contained in:
@@ -125,7 +125,7 @@ bool opengl33_renderer::Init(GLFWwindow *Window)
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m_pick_shader = make_shader("vertexonly.vert", "pick.frag");
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m_pick_surface_shader = make_shader("simpleuv.vert", "pick_surface.frag");
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m_billboard_shader = make_shader("simpleuv.vert", "billboard.frag");
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m_celestial_shader = make_shader("celestial.vert", "celestial.frag");
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m_celestial_shader = make_shader("celestial.vert", "celestial.frag");
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if (Global.gfx_usegles)
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m_depth_pointer_shader = make_shader("quad.vert", "gles_depthpointer.frag");
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m_invalid_material = Fetch_Material("invalid");
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@@ -173,6 +173,8 @@ bool opengl33_renderer::Init(GLFWwindow *Window)
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vr = vr_interface_factory::get_instance()->create(Global.vr_backend);
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if (vr) {
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m_hiddenarea_shader = make_shader("hiddenarea.vert", "hiddenarea.frag");
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glm::ivec2 target_size = vr->get_target_size();
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WriteLog("using vr rendertarget: " + glm::to_string(target_size));
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@@ -740,11 +742,28 @@ void opengl33_renderer::Render_pass(viewport_config &vp, rendermode const Mode)
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glViewport(0, 0, target_size.x, target_size.y);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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}
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}
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_DEPTH_TEST);
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Timer::subsystem.gfx_color.start();
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if (vr && (vp.proj_type == viewport_config::vr_left || vp.proj_type == viewport_config::vr_right)) {
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glDebug("vr hiddenarea");
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TModel3d *mask = vr->get_hiddenarea_mesh((vp.proj_type == viewport_config::vr_left) ? vr_interface::eye_left : vr_interface::eye_right);
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if (mask) {
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glDisable(GL_CULL_FACE);
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glDisable(GL_BLEND);
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glDepthMask(GL_TRUE);
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m_hiddenarea_shader->bind();
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draw(mask->Root->m_geometry.handle);
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glEnable(GL_CULL_FACE);
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}
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}
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setup_matrices();
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setup_drawing(true);
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m_renderpass.draw_stats = {};
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@@ -1694,8 +1713,7 @@ bool opengl33_renderer::Render(world_environment *Environment)
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return false;
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}
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Bind_Material(null_handle);
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::glDisable(GL_DEPTH_TEST);
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Bind_Material(null_handle);
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::glPushMatrix();
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// skydome
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@@ -1860,8 +1878,7 @@ bool opengl33_renderer::Render(world_environment *Environment)
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gl::program::unbind();
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gl::vao::unbind();
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::glPopMatrix();
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::glEnable(GL_DEPTH_TEST);
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::glPopMatrix();
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m_sunlight.apply_angle();
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m_sunlight.apply_intensity();
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@@ -382,6 +382,7 @@ class opengl33_renderer : public gfx_renderer {
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std::unique_ptr<gl::program> m_freespot_shader;
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std::unique_ptr<gl::program> m_billboard_shader;
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std::unique_ptr<gl::program> m_celestial_shader;
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std::unique_ptr<gl::program> m_hiddenarea_shader;
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std::unique_ptr<gl::vao> m_empty_vao;
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15
shaders/hiddenarea.frag
Normal file
15
shaders/hiddenarea.frag
Normal file
@@ -0,0 +1,15 @@
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#include <common>
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layout(location = 0) out vec4 out_color;
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#if MOTIONBLUR_ENABLED
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layout(location = 1) out vec4 out_motion;
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#endif
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void main()
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{
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out_color = vec4(vec3(0.0f), 1.0f);
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#if MOTIONBLUR_ENABLED
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out_motion = vec4(0.0f);
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#endif
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gl_FragDepth = 1.0f;
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}
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6
shaders/hiddenarea.vert
Normal file
6
shaders/hiddenarea.vert
Normal file
@@ -0,0 +1,6 @@
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layout(location = 0) in vec3 v_vert;
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void main()
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{
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gl_Position = vec4(v_vert.xy * 2.0f - 1.0f, 0.5f, 1.0f);
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}
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@@ -25,8 +25,39 @@ vr_openvr::vr_openvr()
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vr::VRInput()->GetActionSetHandle("/actions/main", &actionset);
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vr::VRInput()->GetActionHandle("/actions/main/in/PrimaryAction", &primary_action);
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vr::VRInput()->GetActionHandle("/actions/main/in/SecondaryAction", &secondary_action);
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hiddenarea_mesh[(size_t)vr_interface::eye_left] = create_hiddenarea_model(vr_interface::eye_left);
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hiddenarea_mesh[(size_t)vr_interface::eye_right] = create_hiddenarea_model(vr_interface::eye_right);
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}
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std::unique_ptr<TModel3d> vr_openvr::create_hiddenarea_model(vr_interface::eye_e e)
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{
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vr::HiddenAreaMesh_t mesh = vr_system->GetHiddenAreaMesh((e == vr_interface::eye_left) ? vr::Eye_Left : vr::Eye_Right, vr::k_eHiddenAreaMesh_Standard);
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if (!mesh.unTriangleCount)
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return nullptr;
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gfx::vertex_array vertices;
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for (size_t v = 0; v < mesh.unTriangleCount * 3; v++) {
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const vr::HmdVector2_t vertex = mesh.pVertexData[v];
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vertices.push_back(gfx::basic_vertex(
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glm::vec3(vertex.v[0], vertex.v[1], 0.0f),
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glm::vec3(0.0f),
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glm::vec2(0.0f)));
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}
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std::unique_ptr<TModel3d> model = std::make_unique<TModel3d>();
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model->AppendChildFromGeometry("__root", "none", vertices, gfx::index_array());
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model->Init();
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return model;
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}
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TModel3d* vr_openvr::get_hiddenarea_mesh(eye_e eye)
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{
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return hiddenarea_mesh[(size_t)eye].get();
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};
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glm::ivec2 vr_openvr::get_target_size()
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{
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uint32_t vr_w, vr_h;
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@@ -22,6 +22,8 @@ private:
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vr::VRInputValueHandle_t inputhandle_left = 0;
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vr::VRInputValueHandle_t inputhandle_right = 0;
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std::array<std::unique_ptr<TModel3d>, 2> hiddenarea_mesh;
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uint32_t primary_controller;
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glm::mat4 primary_controller_transform;
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@@ -29,6 +31,7 @@ private:
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bool update_component(const std::string &rendermodel, vr::VRInputValueHandle_t handle, TSubModel *component);
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glm::mat4 get_matrix(const vr::HmdMatrix34_t &src);
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std::unique_ptr<TModel3d> create_hiddenarea_model(eye_e e);
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vr::VRActionSetHandle_t actionset = 0;
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vr::VRActionHandle_t primary_action = 0;
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@@ -52,6 +55,7 @@ public:
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void begin_frame() override;
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void submit(eye_e, opengl_texture*) override;
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std::vector<TModel3d*> get_render_models() override;
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TModel3d* get_hiddenarea_mesh(eye_e) override;
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glm::mat4 get_pick_transform() override;
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void finish_frame() override;
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~vr_openvr() override;
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@@ -12,6 +12,7 @@ public:
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};
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virtual viewport_proj_config get_proj_config(eye_e) = 0;
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virtual TModel3d* get_hiddenarea_mesh(eye_e) = 0;
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virtual glm::ivec2 get_target_size() = 0;
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virtual void begin_frame() = 0;
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virtual void submit(eye_e, opengl_texture*) = 0;
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