Added uniform arrays for left and right view and projection matrix offsets
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@ -131,17 +131,27 @@ void MultiviewOVR::configure(osgViewer::View& view) const
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int camera_width = tex_width;
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int camera_height = tex_height;
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osg::Texture2DArray* texture = new osg::Texture2DArray;
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osg::Texture2DArray* color_texture = new osg::Texture2DArray;
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texture->setTextureSize(tex_width, tex_height, 2);
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texture->setInternalFormat(GL_RGBA);
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texture->setFilter(osg::Texture::MIN_FILTER,osg::Texture::LINEAR);
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texture->setFilter(osg::Texture::MAG_FILTER,osg::Texture::LINEAR);
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texture->setWrap(osg::Texture::WRAP_S,osg::Texture::CLAMP_TO_EDGE);
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texture->setWrap(osg::Texture::WRAP_T,osg::Texture::CLAMP_TO_EDGE);
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texture->setWrap(osg::Texture::WRAP_R,osg::Texture::CLAMP_TO_EDGE);
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color_texture->setTextureSize(tex_width, tex_height, 2);
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color_texture->setInternalFormat(GL_RGBA);
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color_texture->setFilter(osg::Texture::MIN_FILTER,osg::Texture::LINEAR);
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color_texture->setFilter(osg::Texture::MAG_FILTER,osg::Texture::LINEAR);
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color_texture->setWrap(osg::Texture::WRAP_S,osg::Texture::CLAMP_TO_EDGE);
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color_texture->setWrap(osg::Texture::WRAP_T,osg::Texture::CLAMP_TO_EDGE);
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color_texture->setWrap(osg::Texture::WRAP_R,osg::Texture::CLAMP_TO_EDGE);
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#if 0
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osg::Texture2DArray* depth_texture = new osg::Texture2DArray;
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depth_texture->setTextureSize(tex_width, tex_height, 2);
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depth_texture->setInternalFormat(GL_DEPTH_COMPONENT24);
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depth_texture->setFilter(osg::Texture::MIN_FILTER,osg::Texture::LINEAR);
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depth_texture->setFilter(osg::Texture::MAG_FILTER,osg::Texture::LINEAR);
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depth_texture->setWrap(osg::Texture::WRAP_S,osg::Texture::CLAMP_TO_EDGE);
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depth_texture->setWrap(osg::Texture::WRAP_T,osg::Texture::CLAMP_TO_EDGE);
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depth_texture->setWrap(osg::Texture::WRAP_R,osg::Texture::CLAMP_TO_EDGE);
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#if 0
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osg::Camera::RenderTargetImplementation renderTargetImplementation = osg::Camera::SEPERATE_WINDOW;
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GLenum buffer = GL_FRONT;
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#else
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@ -167,18 +177,32 @@ void MultiviewOVR::configure(osgViewer::View& view) const
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camera->setRenderTargetImplementation(renderTargetImplementation);
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// attach the texture and use it as the color buffer, specify that the face is controlled by the multiview extension
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camera->attach(osg::Camera::COLOR_BUFFER, texture, 0, osg::Camera::FACE_CONTROLLED_BY_MULTIVIEW_SHADER);
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camera->attach(osg::Camera::COLOR_BUFFER, color_texture, 0, osg::Camera::FACE_CONTROLLED_BY_MULTIVIEW_SHADER);
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camera->attach(osg::Camera::DEPTH_BUFFER, depth_texture, 0, osg::Camera::FACE_CONTROLLED_BY_MULTIVIEW_SHADER);
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// set up the projection and view matrices
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osg::Matrixd left_projectionOffset = displaySettings->computeLeftEyeProjectionImplementation(osg::Matrixd());
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osg::Matrixd left_viewOffset = displaySettings->computeLeftEyeViewImplementation(osg::Matrixd());
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osg::Matrixd right_projectionOffset = displaySettings->computeRightEyeProjectionImplementation(osg::Matrixd());
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osg::Matrixd right_viewOffset = displaySettings->computeRightEyeViewImplementation(osg::Matrixd());
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view.addSlave(camera.get(), osg::Matrixd(), osg::Matrixd());
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osg::StateSet* stateset = camera->getOrCreateStateSet();
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{
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// set up the projection and view matrix uniforms
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osg::Matrixd left_projectionOffset = displaySettings->computeLeftEyeProjectionImplementation(osg::Matrixd());
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osg::Matrixd left_viewOffset = displaySettings->computeLeftEyeViewImplementation(osg::Matrixd());
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osg::Matrixd right_projectionOffset = displaySettings->computeRightEyeProjectionImplementation(osg::Matrixd());
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osg::Matrixd right_viewOffset = displaySettings->computeRightEyeViewImplementation(osg::Matrixd());
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osg::ref_ptr<osg::Uniform> ovr_viewMatrix_uniform = new osg::Uniform(osg::Uniform::FLOAT_MAT4, "ovr_viewMatrix", 2);
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osg::ref_ptr<osg::Uniform> ovr_projectionMatrix_uniform = new osg::Uniform(osg::Uniform::FLOAT_MAT4, "ovr_projectionMatrix", 2);
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stateset->addUniform(ovr_viewMatrix_uniform);
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stateset->addUniform(ovr_projectionMatrix_uniform);
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ovr_viewMatrix_uniform->setElement(0, left_viewOffset);
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ovr_projectionMatrix_uniform->setElement(0, left_projectionOffset);
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ovr_viewMatrix_uniform->setElement(1, right_viewOffset);
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ovr_projectionMatrix_uniform->setElement(1, right_projectionOffset);
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// set up the shaders
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osg::ref_ptr<osg::Program> program = new osg::Program();
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stateset->setAttribute(program.get(), osg::StateAttribute::ON);
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@ -203,7 +227,7 @@ void MultiviewOVR::configure(osgViewer::View& view) const
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// new we need to add the texture to the mesh, we do so by creating a
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// StateSet to contain the Texture StateAttribute.
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osg::StateSet* stateset = mesh->getOrCreateStateSet();
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stateset->setTextureAttribute(0, texture, osg::StateAttribute::ON);
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stateset->setTextureAttribute(0, color_texture, osg::StateAttribute::ON);
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stateset->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
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{
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@ -5,10 +5,11 @@
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layout(num_views = NUM_VIEWS) in;
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uniform mat4 osg_ModelViewProjectionMatrix;
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uniform mat4 osg_ModelViewMatrix;
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uniform mat4 osg_ProjectionMatrix;
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// uniform mat4 ovr_projectionMatrix[NUM_VIEWS];
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// uniform mat4 ovr_viewMatrix[NUM_VIEWS];
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uniform mat4 ovr_projectionMatrix[NUM_VIEWS];
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uniform mat4 ovr_viewMatrix[NUM_VIEWS];
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in vec4 osg_Vertex;
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in vec4 osg_MultiTexCoord0;
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@ -17,10 +18,9 @@ out vec2 texcoord;
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void main(void)
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{
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// gl_ViewID_OVR
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mat4 mvp = osg_ModelViewProjectionMatrix;
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mat4 mvp = ovr_projectionMatrix[gl_ViewID_OVR] * osg_ProjectionMatrix * ovr_viewMatrix[gl_ViewID_OVR] * osg_ModelViewMatrix;
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texcoord = osg_MultiTexCoord0.xy;
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gl_Position = mvp * osg_Vertex;
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gl_Position = mvp * osg_Vertex;
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}
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