Add stereoscopic rendering through multiview

This commit is contained in:
Bastiaan Olij
2021-05-07 23:19:04 +10:00
parent 600b4c9c7b
commit 15c1a76361
53 changed files with 1062 additions and 467 deletions

View File

@ -300,9 +300,9 @@ real_t MobileVRInterface::get_k2() const {
return k2;
};
bool MobileVRInterface::is_stereo() {
uint32_t MobileVRInterface::get_view_count() {
// needs stereo...
return true;
return 2;
};
bool MobileVRInterface::is_initialized() const {
@ -361,7 +361,29 @@ Size2 MobileVRInterface::get_render_targetsize() {
return target_size;
};
Transform3D MobileVRInterface::get_transform_for_eye(XRInterface::Eyes p_eye, const Transform3D &p_cam_transform) {
Transform3D MobileVRInterface::get_camera_transform() {
_THREAD_SAFE_METHOD_
Transform3D transform_for_eye;
XRServer *xr_server = XRServer::get_singleton();
ERR_FAIL_NULL_V(xr_server, transform_for_eye);
if (initialized) {
float world_scale = xr_server->get_world_scale();
// just scale our origin point of our transform
Transform3D hmd_transform;
hmd_transform.basis = orientation;
hmd_transform.origin = Vector3(0.0, eye_height * world_scale, 0.0);
transform_for_eye = (xr_server->get_reference_frame()) * hmd_transform;
}
return transform_for_eye;
};
Transform3D MobileVRInterface::get_transform_for_view(uint32_t p_view, const Transform3D &p_cam_transform) {
_THREAD_SAFE_METHOD_
Transform3D transform_for_eye;
@ -374,12 +396,12 @@ Transform3D MobileVRInterface::get_transform_for_eye(XRInterface::Eyes p_eye, co
// we don't need to check for the existence of our HMD, doesn't affect our values...
// note * 0.01 to convert cm to m and * 0.5 as we're moving half in each direction...
if (p_eye == XRInterface::EYE_LEFT) {
if (p_view == 0) {
transform_for_eye.origin.x = -(intraocular_dist * 0.01 * 0.5 * world_scale);
} else if (p_eye == XRInterface::EYE_RIGHT) {
} else if (p_view == 1) {
transform_for_eye.origin.x = intraocular_dist * 0.01 * 0.5 * world_scale;
} else {
// for mono we don't reposition, we want our center position.
// should not have any other values..
};
// just scale our origin point of our transform
@ -396,21 +418,13 @@ Transform3D MobileVRInterface::get_transform_for_eye(XRInterface::Eyes p_eye, co
return transform_for_eye;
};
CameraMatrix MobileVRInterface::get_projection_for_eye(XRInterface::Eyes p_eye, real_t p_aspect, real_t p_z_near, real_t p_z_far) {
CameraMatrix MobileVRInterface::get_projection_for_view(uint32_t p_view, real_t p_aspect, real_t p_z_near, real_t p_z_far) {
_THREAD_SAFE_METHOD_
CameraMatrix eye;
if (p_eye == XRInterface::EYE_MONO) {
///@TODO for now hardcode some of this, what is really needed here is that this needs to be in sync with the real camera's properties
// which probably means implementing a specific class for iOS and Android. For now this is purely here as an example.
// Note also that if you use a normal viewport with AR/VR turned off you can still use the tracker output of this interface
// to position a stock standard Godot camera and have control over this.
// This will make more sense when we implement ARkit on iOS (probably a separate interface).
eye.set_perspective(60.0, p_aspect, p_z_near, p_z_far, false);
} else {
eye.set_for_hmd(p_eye == XRInterface::EYE_LEFT ? 1 : 2, p_aspect, intraocular_dist, display_width, display_to_lens, oversample, p_z_near, p_z_far);
};
aspect = p_aspect;
eye.set_for_hmd(p_view + 1, p_aspect, intraocular_dist, display_width, display_to_lens, oversample, p_z_near, p_z_far);
return eye;
};
@ -440,6 +454,45 @@ void MobileVRInterface::commit_for_eye(XRInterface::Eyes p_eye, RID p_render_tar
eye_center.y = 0.0;
}
Vector<BlitToScreen> MobileVRInterface::commit_views(RID p_render_target, const Rect2 &p_screen_rect) {
_THREAD_SAFE_METHOD_
Vector<BlitToScreen> blit_to_screen;
// We must have a valid render target
ERR_FAIL_COND_V(!p_render_target.is_valid(), blit_to_screen);
// Because we are rendering to our device we must use our main viewport!
ERR_FAIL_COND_V(p_screen_rect == Rect2(), blit_to_screen);
// and add our blits
BlitToScreen blit;
blit.render_target = p_render_target;
blit.multi_view.use_layer = true;
blit.lens_distortion.apply = true;
blit.lens_distortion.k1 = k1;
blit.lens_distortion.k2 = k2;
blit.lens_distortion.upscale = oversample;
blit.lens_distortion.aspect_ratio = aspect;
// left eye
blit.rect = p_screen_rect;
blit.rect.size.width *= 0.5;
blit.multi_view.layer = 0;
blit.lens_distortion.eye_center.x = ((-intraocular_dist / 2.0) + (display_width / 4.0)) / (display_width / 2.0);
blit_to_screen.push_back(blit);
// right eye
blit.rect = p_screen_rect;
blit.rect.size.width *= 0.5;
blit.rect.position.x = blit.rect.size.width;
blit.multi_view.layer = 1;
blit.lens_distortion.eye_center.x = ((intraocular_dist / 2.0) - (display_width / 4.0)) / (display_width / 2.0);
blit_to_screen.push_back(blit);
return blit_to_screen;
}
void MobileVRInterface::process() {
_THREAD_SAFE_METHOD_