disable fov changing, add hud overlay
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@ -80,7 +80,7 @@ CSourceVirtualReality::CSourceVirtualReality()
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m_textureGeneratorRight( vr::Eye_Right )
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{
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m_bActive = false;
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m_bUsingOffscreenRenderTarget = false;
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m_bUsingOffscreenRenderTarget = true;
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m_pHmd = NULL;
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}
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@ -451,14 +451,14 @@ VMatrix CSourceVirtualReality::GetMideyePose()
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// ----------------------------------------------------------------------
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inline static void ComposeProjectionTransform(float fLeft, float fRight, float fTop, float fBottom, float zNear, float zFar, float fovScale, VMatrix *pmProj )
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{
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if( fovScale != 1.0f && fovScale > 0.f )
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/*if( fovScale != 1.0f && fovScale > 0.f )
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{
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float fFovScaleAdjusted = tan( atan( fTop ) / fovScale ) / fTop;
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fRight *= fFovScaleAdjusted;
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fLeft *= fFovScaleAdjusted;
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fTop *= fFovScaleAdjusted;
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fBottom *= fFovScaleAdjusted;
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}
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}*/
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float idx = 1.0f / (fRight - fLeft);
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float idy = 1.0f / (fBottom - fTop);
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@ -634,11 +634,12 @@ bool CSourceVirtualReality::DoDistortionProcessing ( VREye eEye )
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y = 0;
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w = 640;
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h = 480;
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m_pExtDisplay->GetEyeOutputViewport( SourceEyeToHmdEye( eEye ), &x, &y, &w, &h );
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//m_pExtDisplay->GetEyeOutputViewport( SourceEyeToHmdEye( eEye ), &x, &y, &w, &h );
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// pRenderContext->DrawScreenSpaceRectangle ( pDistortMaterial,
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// x, y, w, h,
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// 0, 0, distortionTextureSize-1,distortionTextureSize-1,distortionTextureSize,distortionTextureSize);
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pRenderContext->DrawScreenSpaceRectangle ( pDistortMaterial,
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x, y, w, h,
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0, 0, distortionTextureSize-1,distortionTextureSize-1,distortionTextureSize,distortionTextureSize);
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static int id = -1;
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//static CDynamicFunctionOpenGL< true, GLvoid ( APIENTRY *)(GLenum pname, GLint *params), GLvoid > glGetIntegerv("glGetIntegerv");
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// pRenderContext->Bind(pDistortMaterial);
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@ -651,11 +652,12 @@ bool CSourceVirtualReality::DoDistortionProcessing ( VREye eEye )
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// glGetIntegerv(GL_TEXTURE_BINDING_2D, &id);
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if(id > 0)
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last_tex[eEye != VREye_Left] = id;
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Msg("tex %d\n", id);
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// Msg("tex %d\n", id);
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const vr::VRTextureBounds_t bounds = { 0.0f, 1.0f, 1.0f, 0.0f };
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vr::Texture_t eyeTexture = {(void*)(uintptr_t)last_tex[eEye != VREye_Left], vr::TextureType_OpenGL, vr::ColorSpace_Gamma };
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if(last_tex[eEye != VREye_Left] <= 0)
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return true;
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materials->Flush();
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// if(eEye != VREye_Left)
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// return 0;
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glFinish();
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@ -734,6 +736,11 @@ bool CSourceVirtualReality::CompositeHud ( VREye eEye, float ndcHudBounds[4], bo
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w = 640;
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h = 480;
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m_pExtDisplay->GetEyeOutputViewport( SourceEyeToHmdEye( eEye ), &x, &y, &w, &h );
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int id = materials->GetShaderAPIGLTexture(g_StereoGuiTexture,0,0);
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vr::Texture_t guiTexture = {(void*)(uintptr_t)id, vr::TextureType_OpenGL, vr::ColorSpace_Gamma };
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const vr::VRTextureBounds_t bounds = { 0.0f, 1.0f, 1.0f, 0.0f };
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vr::VROverlay()->SetOverlayTextureBounds(m_GuiOverlay, &bounds);
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vr::VROverlay()->SetOverlayTexture(m_GuiOverlay, &guiTexture);
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// pRenderContext->DrawScreenSpaceRectangle ( pDistortHUDMaterial,
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// x, y, w, h,
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@ -770,7 +777,8 @@ bool CSourceVirtualReality::StartTracker()
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{
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Msg("Compositor initialization failed. See log file for details");
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}
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vr::VROverlay()->CreateOverlay("GuiOverlayKey", "GuiOverlay", &m_GuiOverlay);
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vr::VROverlay()->ShowOverlay(m_GuiOverlay);
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m_pChap->ResetZeroPose(TrackingUniverseSeated);
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m_bHaveValidPose = false;
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