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vr:: rearranging render() to remember projection data globally

This commit is contained in:
Zeno Rogue 2020-12-30 14:21:38 +01:00
parent e4e1a856e6
commit 8914330eb2

50
vr.cpp
View File

@ -145,6 +145,9 @@ struct vrdata_t {
controller_data cdata [ vr::k_unMaxTrackedDeviceCount ]; controller_data cdata [ vr::k_unMaxTrackedDeviceCount ];
}; };
/** 0,1 == eyes, 2 == headset */
transmatrix hmd_mv_for[3], hmd_pre_for[3];
vrdata_t vrdata; vrdata_t vrdata;
/** should we try to access VR */ /** should we try to access VR */
@ -156,7 +159,7 @@ EX bool failed;
/** VR error message */ /** VR error message */
EX string error_msg; EX string error_msg;
/** 0 = not loaded, 1 = loaded but not currently rendering, 2 = currently rendering the VR screen, 3 = currently rendering the computer screen */ /** 0 = not loaded, 1 = loaded but not currently rendering, 2 = currently rendering the VR screen, 3 = currently rendering the reference computer screen, 4 = currently rendering the single computer screen */
EX int state = 0; EX int state = 0;
#if HDR #if HDR
@ -824,23 +827,11 @@ EX void render() {
// cscr = lshiftclick ? eCompScreen::eyes : eCompScreen::single; // cscr = lshiftclick ? eCompScreen::eyes : eCompScreen::single;
for(int i=0; i<2; i++) { for(int i=0; i<3; i++) {
dynamicval<int> vx(vid.xres, vrdata.xsize); dynamicval<int> vx(vid.xres, vrdata.xsize);
dynamicval<int> vy(vid.yres, vrdata.ysize); dynamicval<int> vy(vid.yres, vrdata.ysize);
auto& ey = vrdata.eyes[i];
glBindFramebuffer( GL_FRAMEBUFFER, ey->m_nRenderFramebufferId );
glViewport(0, 0, vrdata.xsize, vrdata.ysize );
glhr::set_depthtest(false);
glhr::set_depthtest(true);
glhr::set_depthwrite(false);
glhr::set_depthwrite(true);
// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
calcparam();
if(1) { if(1) {
make_actual_view(); make_actual_view();
shiftmatrix Tv = cview(); shiftmatrix Tv = cview();
@ -858,12 +849,12 @@ EX void render() {
apply_movement(IN_E4(hmd_at * inverse(hmd_ref_at))); apply_movement(IN_E4(hmd_at * inverse(hmd_ref_at)));
} }
if(eyes == eEyes::truesim) { if(eyes == eEyes::truesim && i != 2) {
apply_movement(IN_E4(inverse(vrdata.eyepos[i]))); apply_movement(IN_E4(inverse(vrdata.eyepos[i])));
} }
make_actual_view(); make_actual_view();
hmd_pre = cview().T * inverse(Tv.T); hmd_pre = hmd_pre_for[i] = cview().T * inverse(Tv.T);
// inverse_shift(Tv, cview()); // inverse_shift(Tv, cview());
// View * inverse(Tv.T); // View * inverse(Tv.T);
// inverse(inverse_shift(cview(), Tv)); // inverse(inverse_shift(cview(), Tv));
@ -871,15 +862,32 @@ EX void render() {
if(1) { if(1) {
gen_mv(); gen_mv();
E4; E4;
if(eyes == eEyes::equidistant) { if(eyes == eEyes::equidistant && i != 2) {
hmd_mv = inverse(vrdata.eyepos[i]) * hmd_mv; hmd_mv = inverse(vrdata.eyepos[i]) * hmd_mv;
} }
hmd_mvp = vrdata.proj[i] * hmd_mv; hmd_mv_for[i] = hmd_mv;
if(i != 2) {
hmd_mvp = vrdata.proj[i] * hmd_mv;
eyeproj = vrdata.iproj[i];
}
} }
eyeproj = vrdata.iproj[i]; if(i != 2) {
auto& ey = vrdata.eyes[i];
glBindFramebuffer( GL_FRAMEBUFFER, ey->m_nRenderFramebufferId );
glViewport(0, 0, vrdata.xsize, vrdata.ysize );
glhr::set_depthtest(false);
glhr::set_depthtest(true);
glhr::set_depthwrite(false);
glhr::set_depthwrite(true);
// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
calcparam();
drawqueue();
}
drawqueue();
} }
} }
@ -896,7 +904,7 @@ EX void render() {
if(cscr == eCompScreen::single) { if(cscr == eCompScreen::single) {
/* todo */ /* todo */
state = 3; state = 4;
drawqueue(); drawqueue();
} }