Project GUI into space
This commit is contained in:
parent
6de844b43c
commit
9e23a689ae
4 changed files with 215 additions and 56 deletions
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@ -53,6 +53,9 @@ public:
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/// Get the HMD orientation
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virtual NLMISC::CQuat getOrientation() const = 0;
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/// Set the GUI reference
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virtual void setInterfaceMatrix(const NL3D::CMatrix &matrix) = 0;
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/// Get GUI center (1 = width, 1 = height, 0 = center)
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virtual void getInterface2DShift(uint cid, float &x, float &y, float distance) const = 0;
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@ -123,6 +123,9 @@ public:
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/// Get the HMD orientation
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virtual NLMISC::CQuat getOrientation() const;
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/// Set the GUI reference
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virtual void setInterfaceMatrix(const NL3D::CMatrix &matrix);
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/// Get GUI center (1 = width, 1 = height, 0 = center)
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virtual void getInterface2DShift(uint cid, float &x, float &y, float distance) const;
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@ -134,21 +137,23 @@ public:
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/// Set the scale of the game in units per meter
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virtual void setScale(float s);
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/// Calculates internal camera information based on the reference camera
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void initCamera(uint cid, const NL3D::UCamera *camera);
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/// Render GUI
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void renderGUI();
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/// Checks if the device used by this class was actually created
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bool isDeviceCreated();
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static void listDevices(std::vector<CStereoDeviceInfo> &devicesOut);
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static bool isLibraryInUse();
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static void releaseLibrary();
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/// Calculates internal camera information based on the reference camera
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void initCamera(uint cid, const NL3D::UCamera *camera);
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/// Checks if the device used by this class was actually created
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bool isDeviceCreated();
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private:
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CStereoOVRDevicePtr *m_DevicePtr;
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int m_Stage;
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int m_SubStage;
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CViewport m_RegularViewport;
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CViewport m_LeftViewport;
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CViewport m_RightViewport;
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CFrustum m_ClippingFrustum[NL_STEREO_MAX_USER_CAMERAS];
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@ -156,12 +161,13 @@ private:
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CFrustum m_RightFrustum[NL_STEREO_MAX_USER_CAMERAS];
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CFrustum m_OriginalFrustum[NL_STEREO_MAX_USER_CAMERAS];
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CMatrix m_CameraMatrix[NL_STEREO_MAX_USER_CAMERAS];
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CMatrix m_InterfaceCameraMatrix;
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mutable bool m_OrientationCached;
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mutable NLMISC::CQuat m_OrientationCache;
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UDriver *m_Driver;
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NLMISC::CSmartPtr<NL3D::ITexture> m_BarrelTex;
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NL3D::CTextureUser *m_BarrelTexU;
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NL3D::CTextureUser *m_SceneTexture;
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NL3D::UMaterial m_BarrelMat;
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NL3D::CTextureUser *m_GUITexture;
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NLMISC::CQuadUV m_BarrelQuadLeft;
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NLMISC::CQuadUV m_BarrelQuadRight;
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NLMISC::CRefPtr<CPixelProgramOVR> m_PixelProgram;
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@ -169,7 +169,7 @@ public:
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OVR::HMDInfo HMDInfo;
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};
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CStereoOVR::CStereoOVR(const CStereoOVRDeviceHandle *handle) : m_Stage(0), m_SubStage(0), m_OrientationCached(false), m_Driver(NULL), m_BarrelTexU(NULL), m_PixelProgram(NULL), m_EyePosition(0.0f, 0.09f, 0.15f), m_Scale(1.0f)
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CStereoOVR::CStereoOVR(const CStereoOVRDeviceHandle *handle) : m_Stage(0), m_SubStage(0), m_OrientationCached(false), m_Driver(NULL), m_SceneTexture(NULL), m_GUITexture(NULL), m_PixelProgram(NULL), m_EyePosition(0.0f, 0.09f, 0.15f), m_Scale(1.0f)
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{
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++s_DeviceCounter;
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m_DevicePtr = new CStereoOVRDevicePtr();
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@ -213,9 +213,6 @@ CStereoOVR::~CStereoOVR()
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m_BarrelMat.getObjectPtr()->setTexture(0, NULL);
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m_Driver->deleteMaterial(m_BarrelMat);
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}
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delete m_BarrelTexU;
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m_BarrelTexU = NULL;
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m_BarrelTex = NULL; // CSmartPtr
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delete m_PixelProgram;
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m_PixelProgram = NULL;
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@ -340,7 +337,7 @@ void CStereoOVR::setDriver(NL3D::UDriver *driver)
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{
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m_Driver = driver;
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m_BarrelTex = new CTextureBloom(); // lol bloom
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/*m_BarrelTex = new CTextureBloom(); // lol bloom
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m_BarrelTex->setRenderTarget(true);
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m_BarrelTex->setReleasable(false);
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m_BarrelTex->resize(m_DevicePtr->HMDInfo.HResolution, m_DevicePtr->HMDInfo.VResolution);
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@ -348,7 +345,7 @@ void CStereoOVR::setDriver(NL3D::UDriver *driver)
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m_BarrelTex->setWrapS(ITexture::Clamp);
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m_BarrelTex->setWrapT(ITexture::Clamp);
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drvInternal->setupTexture(*m_BarrelTex);
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m_BarrelTexU = new CTextureUser(m_BarrelTex);
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m_BarrelTexU = new CTextureUser(m_BarrelTex);*/
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m_BarrelMat = m_Driver->createMaterial();
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m_BarrelMat.initUnlit();
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@ -361,7 +358,7 @@ void CStereoOVR::setDriver(NL3D::UDriver *driver)
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barrelMat->setZWrite(false);
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barrelMat->setZFunc(CMaterial::always);
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barrelMat->setDoubleSided(true);
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barrelMat->setTexture(0, m_BarrelTex);
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// barrelMat->setTexture(0, m_BarrelTex);
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m_BarrelQuadLeft.V0 = CVector(0.f, 0.f, 0.5f);
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m_BarrelQuadLeft.V1 = CVector(0.5f, 0.f, 0.5f);
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@ -373,7 +370,7 @@ void CStereoOVR::setDriver(NL3D::UDriver *driver)
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m_BarrelQuadRight.V2 = CVector(1.f, 1.f, 0.5f);
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m_BarrelQuadRight.V3 = CVector(0.5f, 1.f, 0.5f);
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nlassert(!drvInternal->isTextureRectangle(m_BarrelTex)); // not allowed
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// nlassert(!drvInternal->isTextureRectangle(m_BarrelTex)); // not allowed
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m_BarrelQuadLeft.Uv0 = CUV(0.f, 0.f);
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m_BarrelQuadLeft.Uv1 = CUV(0.5f, 0.f);
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@ -448,53 +445,59 @@ bool CStereoOVR::nextPass()
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// Do not allow weird stuff.
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uint32 width, height;
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m_Driver->getWindowSize(width, height);
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nlassert(width == m_DevicePtr->HMDInfo.HResolution);
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nlassert(height == m_DevicePtr->HMDInfo.VResolution);
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// nlassert(width == m_DevicePtr->HMDInfo.HResolution);
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// nlassert(height == m_DevicePtr->HMDInfo.VResolution);
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if (m_Driver->getPolygonMode() == UDriver::Filled)
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{
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switch (m_Stage)
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switch (m_Stage) // Previous stage
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{
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case 0:
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++m_Stage;
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m_SubStage = 0;
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// stage 1:
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// (initBloom)
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// clear buffer
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// draw scene left
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return true;
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case 1:
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++m_Stage;
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m_Stage += 2;
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m_SubStage = 0;
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// stage 2:
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// draw scene right
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// draw interface 2d (onto render target)
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return true;
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case 2:
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++m_Stage;
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m_SubStage = 0;
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// stage 3:
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// (endBloom)
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// draw interface 3d left
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// (initBloom)
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// clear buffer
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// draw scene left
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return true;
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case 3:
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++m_Stage;
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m_SubStage = 0;
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// stage 4:
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// draw interface 3d right
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// draw scene right
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return true;
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case 4:
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++m_Stage;
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m_SubStage = 0;
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// stage 5:
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// (endInterfacesDisplayBloom)
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// draw interface 2d left
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// (endBloom)
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// draw interface 3d left
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return true;
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case 5:
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++m_Stage;
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m_SubStage = 0;
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// stage 6:
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// draw interface 2d right
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// draw interface 3d right
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return true;
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/*case 6:
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++m_Stage;
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m_SubStage = 0;
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// stage 7:
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// (endInterfacesDisplayBloom)
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// draw interface 2d left
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return true;
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case 7:
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++m_Stage;
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m_SubStage = 0;
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// stage 8:
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// draw interface 2d right
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return true;*/
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case 6:
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m_Stage = 0;
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m_SubStage = 0;
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@ -526,26 +529,30 @@ bool CStereoOVR::nextPass()
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const NL3D::CViewport &CStereoOVR::getCurrentViewport() const
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{
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if (m_Stage % 2) return m_LeftViewport;
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if (m_Stage == 2) return m_RegularViewport;
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else if (m_Stage % 2) return m_LeftViewport;
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else return m_RightViewport;
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}
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const NL3D::CFrustum &CStereoOVR::getCurrentFrustum(uint cid) const
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{
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if (m_Stage % 2) return m_LeftFrustum[cid];
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if (m_Stage == 2) return m_OriginalFrustum[cid];
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else if (m_Stage % 2) return m_LeftFrustum[cid];
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else return m_RightFrustum[cid];
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}
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void CStereoOVR::getCurrentFrustum(uint cid, NL3D::UCamera *camera) const
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{
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if (m_Stage % 2) camera->setFrustum(m_LeftFrustum[cid]);
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if (m_Stage == 2) camera->setFrustum(m_OriginalFrustum[cid]);
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else if (m_Stage % 2) camera->setFrustum(m_LeftFrustum[cid]);
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else camera->setFrustum(m_RightFrustum[cid]);
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}
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void CStereoOVR::getCurrentMatrix(uint cid, NL3D::UCamera *camera) const
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{
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CMatrix translate;
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if (m_Stage % 2) translate.translate(CVector((m_DevicePtr->HMDInfo.InterpupillaryDistance * m_Scale) * -0.5f, 0.f, 0.f));
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if (m_Stage == 2) { }
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else if (m_Stage % 2) translate.translate(CVector((m_DevicePtr->HMDInfo.InterpupillaryDistance * m_Scale) * -0.5f, 0.f, 0.f));
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else translate.translate(CVector((m_DevicePtr->HMDInfo.InterpupillaryDistance * m_Scale) * 0.5f, 0.f, 0.f));
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CMatrix mat = m_CameraMatrix[cid] * translate;
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if (camera->getTransformMode() == NL3D::UTransformable::RotQuat)
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@ -564,7 +571,7 @@ bool CStereoOVR::wantClear()
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{
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switch (m_Stage)
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{
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case 1:
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case 3:
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m_SubStage = 1;
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return true;
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}
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@ -575,8 +582,8 @@ bool CStereoOVR::wantScene()
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{
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switch (m_Stage)
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{
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case 1:
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case 2:
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case 3:
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case 4:
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m_SubStage = 2;
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return true;
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}
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@ -587,8 +594,8 @@ bool CStereoOVR::wantInterface3D()
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{
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switch (m_Stage)
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{
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case 3:
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case 4:
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case 5:
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case 6:
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m_SubStage = 3;
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return true;
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}
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@ -599,37 +606,163 @@ bool CStereoOVR::wantInterface2D()
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{
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switch (m_Stage)
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{
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case 5:
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case 6:
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case 2:
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m_SubStage = 4;
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return true;
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}
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return m_Driver->getPolygonMode() != UDriver::Filled;
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}
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/// Returns non-NULL if a new render target was set
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bool CStereoOVR::beginRenderTarget()
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{
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// render target always set before driver clear
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// nlassert(m_SubStage <= 1);
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if (m_Driver && m_Stage == 1 && (m_Driver->getPolygonMode() == UDriver::Filled))
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// Set GUI render target
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if (m_Driver && m_Stage == 2 && (m_Driver->getPolygonMode() == UDriver::Filled))
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{
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static_cast<CDriverUser *>(m_Driver)->setRenderTarget(*m_BarrelTexU, 0, 0, 0, 0);
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nlassert(!m_GUITexture);
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uint32 width, height;
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m_Driver->getWindowSize(width, height);
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m_GUITexture = m_Driver->getRenderTargetManager().getRenderTarget(width, height, true, UTexture::RGBA8888);
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static_cast<CDriverUser *>(m_Driver)->setRenderTarget(*m_GUITexture);
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m_Driver->clearBuffers(NLMISC::CRGBA(0, 0, 0, 0));
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return true;
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}
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// Begin 3D scene render target
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if (m_Driver && m_Stage == 3 && (m_Driver->getPolygonMode() == UDriver::Filled))
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{
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nlassert(!m_SceneTexture);
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uint32 width, height;
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m_Driver->getWindowSize(width, height); // Temporary limitation, TODO: scaling!
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m_SceneTexture = m_Driver->getRenderTargetManager().getRenderTarget(width, height);
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static_cast<CDriverUser *>(m_Driver)->setRenderTarget(*m_SceneTexture);
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return true;
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}
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return false;
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}
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void CStereoOVR::setInterfaceMatrix(const NL3D::CMatrix &matrix)
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{
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m_InterfaceCameraMatrix = matrix;
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}
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void CStereoOVR::renderGUI()
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{
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/*CMatrix mat;
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mat.translate(m_InterfaceCameraMatrix.getPos());
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CVector dir = m_InterfaceCameraMatrix.getJ();
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dir.z = 0;
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dir.normalize();
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if (dir.y < 0)
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mat.rotateZ(float(NLMISC::Pi+asin(dir.x)));
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else
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mat.rotateZ(float(NLMISC::Pi+NLMISC::Pi-asin(dir.x)));
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m_Driver->setModelMatrix(mat);*/
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m_Driver->setModelMatrix(m_InterfaceCameraMatrix);
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{
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nlassert(m_GUITexture);
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NLMISC::CQuadUV quad;
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NL3D::UMaterial umat = m_Driver->createMaterial();
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umat.initUnlit();
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umat.setColor(NLMISC::CRGBA::White);
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umat.setDoubleSided(true);
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umat.setBlend(true);
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umat.setAlphaTest(false);
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NL3D::CMaterial *mat = umat.getObjectPtr();
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mat->setShader(NL3D::CMaterial::Normal);
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mat->setBlendFunc(CMaterial::one, CMaterial::TBlend::invsrcalpha);
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mat->setZWrite(false);
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// mat->setZFunc(CMaterial::always); // Not nice
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mat->setDoubleSided(true);
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mat->setTexture(0, m_GUITexture->getITexture());
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// user options
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float height = 6.0f;
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float distance = 3.0f;
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uint32 winw, winh;
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m_Driver->getWindowSize(winw, winh);
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float width = height * (float)winw / (float)winh;
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NLMISC::CQuadUV quadUV;
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quadUV.V0 = CVector(-(width * 0.5f), distance, -(height * 0.5f));
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quadUV.V1 = CVector((width * 0.5f), distance, -(height * 0.5f));
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quadUV.V2 = CVector((width * 0.5f), distance, (height * 0.5f));
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quadUV.V3 = CVector(-(width * 0.5f), distance, (height * 0.5f));
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quadUV.Uv0 = CUV(0.f, 0.f);
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quadUV.Uv1 = CUV(1.f, 0.f);
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quadUV.Uv2 = CUV(1.f, 1.f);
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quadUV.Uv3 = CUV(0.f, 1.f);
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m_Driver->drawQuad(quadUV, umat);
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m_Driver->deleteMaterial(umat);
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}
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{
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NLMISC::CLine line(NLMISC::CVector(0, 3, -3), NLMISC::CVector(0, 3, 3));
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NL3D::UMaterial mat = m_Driver->createMaterial();
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mat.setZWrite(false);
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mat.setZFunc(UMaterial::always);
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mat.setDoubleSided(true);
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mat.setColor(NLMISC::CRGBA::Red);
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mat.setBlend(false);
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m_Driver->drawLine(line, mat);
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m_Driver->deleteMaterial(mat);
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}
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}
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/// Returns true if a render target was fully drawn
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bool CStereoOVR::endRenderTarget()
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{
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// after rendering of course
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// nlassert(m_SubStage > 1);
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// End GUI render target
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if (m_Driver && m_Stage == 2 && (m_Driver->getPolygonMode() == UDriver::Filled))
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{
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// End GUI render target
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nlassert(m_GUITexture);
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CTextureUser texNull;
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(static_cast<CDriverUser *>(m_Driver))->setRenderTarget(texNull);
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}
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// End of 3D Interface pass left
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if (m_Driver && m_Stage == 5 && (m_Driver->getPolygonMode() == UDriver::Filled))
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{
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// Render 2D GUI in 3D space, assume existing camera is OK
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renderGUI();
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}
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// End of 3D Interface pass right
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if (m_Driver && m_Stage == 6 && (m_Driver->getPolygonMode() == UDriver::Filled))
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{
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// Render 2D GUI in 3D space, assume existing camera is OK
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renderGUI();
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// Recycle render target
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m_Driver->getRenderTargetManager().recycleRenderTarget(m_GUITexture);
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m_GUITexture = NULL;
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}
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// End 3D scene render target
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if (m_Driver && m_Stage == 6 && (m_Driver->getPolygonMode() == UDriver::Filled)) // set to 4 to turn off distortion of 2d gui
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{
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CTextureUser cu;
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(static_cast<CDriverUser *>(m_Driver))->setRenderTarget(cu);
|
||||
nlassert(m_SceneTexture);
|
||||
|
||||
CTextureUser texNull;
|
||||
(static_cast<CDriverUser *>(m_Driver))->setRenderTarget(texNull);
|
||||
bool fogEnabled = m_Driver->fogEnabled();
|
||||
m_Driver->enableFog(false);
|
||||
|
||||
|
@ -640,7 +773,7 @@ bool CStereoOVR::endRenderTarget()
|
|||
m_Driver->getWindowSize(width, height);
|
||||
NL3D::IDriver *drvInternal = (static_cast<CDriverUser *>(m_Driver))->getDriver();
|
||||
NL3D::CMaterial *barrelMat = m_BarrelMat.getObjectPtr();
|
||||
barrelMat->setTexture(0, m_BarrelTex);
|
||||
barrelMat->setTexture(0, m_SceneTexture->getITexture());
|
||||
|
||||
drvInternal->activePixelProgram(m_PixelProgram);
|
||||
|
||||
|
@ -705,8 +838,13 @@ bool CStereoOVR::endRenderTarget()
|
|||
drvInternal->activePixelProgram(NULL);
|
||||
m_Driver->enableFog(fogEnabled);
|
||||
|
||||
// Recycle render target
|
||||
m_Driver->getRenderTargetManager().recycleRenderTarget(m_SceneTexture);
|
||||
m_SceneTexture = NULL;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
|
|
|
@ -1386,8 +1386,20 @@ bool mainLoop()
|
|||
MainCam.setRotQuat(View.currentViewQuat());
|
||||
if (StereoHMD)
|
||||
{
|
||||
CMatrix camMatrix;
|
||||
camMatrix.translate(MainCam.getMatrix().getPos());
|
||||
CVector dir = MainCam.getMatrix().getJ();
|
||||
dir.z = 0;
|
||||
dir.normalize();
|
||||
if (dir.y < 0)
|
||||
camMatrix.rotateZ(float(NLMISC::Pi+asin(dir.x)));
|
||||
else
|
||||
camMatrix.rotateZ(float(NLMISC::Pi+NLMISC::Pi-asin(dir.x)));
|
||||
|
||||
StereoHMD->setInterfaceMatrix(camMatrix);
|
||||
|
||||
NLMISC::CQuat hmdOrient = StereoHMD->getOrientation();
|
||||
NLMISC::CMatrix camMatrix = MainCam.getMatrix();
|
||||
// NLMISC::CMatrix camMatrix = MainCam.getMatrix();
|
||||
NLMISC::CMatrix hmdMatrix;
|
||||
hmdMatrix.setRot(hmdOrient);
|
||||
NLMISC::CMatrix posMatrix; // minimal head modeling, will be changed in the future
|
||||
|
@ -1645,7 +1657,7 @@ bool mainLoop()
|
|||
{
|
||||
if (Render)
|
||||
{
|
||||
if (ClientCfg.Bloom)
|
||||
if (!StereoDisplay && ClientCfg.Bloom) // NO VR BLOOMZ
|
||||
{
|
||||
nlassert(bloomStage == 0);
|
||||
// set bloom parameters before applying bloom effect
|
||||
|
@ -1695,7 +1707,7 @@ bool mainLoop()
|
|||
// Render
|
||||
if (Render)
|
||||
{
|
||||
if (ClientCfg.Bloom && bloomStage == 1)
|
||||
if (!StereoDisplay && ClientCfg.Bloom && bloomStage == 1) // NO VR BLOOMZ
|
||||
{
|
||||
// End the actual bloom effect visible in the scene.
|
||||
if (StereoDisplay) Driver->setViewport(NL3D::CViewport());
|
||||
|
@ -1822,7 +1834,7 @@ bool mainLoop()
|
|||
|
||||
// special case in OpenGL : all scene has been display in render target,
|
||||
// now, final texture is display with a quad
|
||||
if (!ClientCfg.Light && ClientCfg.Bloom && Render && bloomStage == 2)
|
||||
if (!StereoDisplay && !ClientCfg.Light && ClientCfg.Bloom && Render && bloomStage == 2) // NO VR BLOOMZ
|
||||
{
|
||||
// End bloom effect system after drawing the 3d interface (z buffer related).
|
||||
if (StereoDisplay) Driver->setViewport(NL3D::CViewport());
|
||||
|
|
Loading…
Reference in a new issue