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openmw/components/stereo/stereomanager.cpp

464 lines
17 KiB
C++

#include "stereomanager.hpp"
#include "multiview.hpp"
#include "frustum.hpp"
#include <osg/io_utils>
#include <osg/Texture2D>
#include <osg/Texture2DMultisample>
#include <osg/Texture2DArray>
#include <osg/DisplaySettings>
#include <osgUtil/CullVisitor>
#include <osgUtil/RenderStage>
#include <osgViewer/Renderer>
#include <osgViewer/Viewer>
#include <iostream>
#include <map>
#include <string>
#include <components/debug/debuglog.hpp>
#include <components/sceneutil/statesetupdater.hpp>
#include <components/sceneutil/visitor.hpp>
#include <components/sceneutil/util.hpp>
#include <components/sceneutil/depth.hpp>
#include <components/sceneutil/color.hpp>
#include <components/settings/settings.hpp>
#include <components/misc/stringops.hpp>
namespace Stereo
{
// Update stereo view/projection during update
class StereoUpdateCallback final : public osg::Callback
{
public:
StereoUpdateCallback(Manager* stereoView) : stereoView(stereoView) {}
bool run(osg::Object* object, osg::Object* data) override
{
auto b = traverse(object, data);
stereoView->update();
return b;
}
Manager* stereoView;
};
// Update states during cull
class BruteForceStereoStatesetUpdateCallback final : public SceneUtil::StateSetUpdater
{
public:
BruteForceStereoStatesetUpdateCallback(Manager* manager)
: mManager(manager)
{
}
protected:
virtual void setDefaults(osg::StateSet* stateset) override
{
stateset->addUniform(new osg::Uniform("projectionMatrix", osg::Matrixf{}));
}
virtual void apply(osg::StateSet* stateset, osg::NodeVisitor* /*nv*/) override
{
}
void applyLeft(osg::StateSet* stateset, osgUtil::CullVisitor* nv) override
{
osg::Matrix dummy;
auto* uProjectionMatrix = stateset->getUniform("projectionMatrix");
if (uProjectionMatrix)
uProjectionMatrix->set(mManager->computeEyeProjection(0, SceneUtil::AutoDepth::isReversed()));
}
void applyRight(osg::StateSet* stateset, osgUtil::CullVisitor* nv) override
{
osg::Matrix dummy;
auto* uProjectionMatrix = stateset->getUniform("projectionMatrix");
if (uProjectionMatrix)
uProjectionMatrix->set(mManager->computeEyeProjection(1, SceneUtil::AutoDepth::isReversed()));
}
private:
Manager* mManager;
};
// Update states during cull
class MultiviewStereoStatesetUpdateCallback : public SceneUtil::StateSetUpdater
{
public:
MultiviewStereoStatesetUpdateCallback(Manager* manager)
: mManager(manager)
{
}
protected:
virtual void setDefaults(osg::StateSet* stateset)
{
stateset->addUniform(new osg::Uniform(osg::Uniform::FLOAT_MAT4, "viewMatrixMultiView", 2));
stateset->addUniform(new osg::Uniform(osg::Uniform::FLOAT_MAT4, "projectionMatrixMultiView", 2));
}
virtual void apply(osg::StateSet* stateset, osg::NodeVisitor* /*nv*/)
{
mManager->updateMultiviewStateset(stateset);
}
private:
Manager* mManager;
};
static Manager* sInstance = nullptr;
Manager& Manager::instance()
{
return *sInstance;
}
struct CustomViewCallback : public Manager::UpdateViewCallback
{
public:
CustomViewCallback();
void updateView(View& left, View& right) override;
private:
View mLeft;
View mRight;
};
Manager::Manager(osgViewer::Viewer* viewer)
: mViewer(viewer)
, mMainCamera(mViewer->getCamera())
, mUpdateCallback(new StereoUpdateCallback(this))
, mMasterProjectionMatrix(osg::Matrix::identity())
, mEyeResolutionOverriden(false)
, mEyeResolutionOverride(0,0)
, mFrustumManager(nullptr)
, mUpdateViewCallback(nullptr)
{
if (sInstance)
throw std::logic_error("Double instance of Stereo::Manager");
sInstance = this;
if (Settings::Manager::getBool("use custom view", "Stereo"))
mUpdateViewCallback = std::make_shared<CustomViewCallback>();
if (Settings::Manager::getBool("use custom eye resolution", "Stereo"))
{
osg::Vec2i eyeResolution = osg::Vec2i();
eyeResolution.x() = Settings::Manager::getInt("eye resolution x", "Stereo View");
eyeResolution.y() = Settings::Manager::getInt("eye resolution y", "Stereo View");
overrideEyeResolution(eyeResolution);
}
}
Manager::~Manager()
{
}
void Manager::initializeStereo(osg::GraphicsContext* gc)
{
mMainCamera->addUpdateCallback(mUpdateCallback);
mFrustumManager = std::make_unique<StereoFrustumManager>(mViewer->getCamera());
auto ci = gc->getState()->getContextID();
configureExtensions(ci);
if(getMultiview())
setupOVRMultiView2Technique();
else
setupBruteForceTechnique();
updateStereoFramebuffer();
}
void Manager::shaderStereoDefines(Shader::ShaderManager::DefineMap& defines) const
{
if (getMultiview())
{
defines["useOVR_multiview"] = "1";
defines["numViews"] = "2";
}
else
{
defines["useOVR_multiview"] = "0";
defines["numViews"] = "1";
}
}
void Manager::overrideEyeResolution(const osg::Vec2i& eyeResolution)
{
mEyeResolutionOverride = eyeResolution;
mEyeResolutionOverriden = true;
if (mMultiviewFramebuffer)
updateStereoFramebuffer();
}
void Manager::screenResolutionChanged()
{
updateStereoFramebuffer();
}
osg::Vec2i Manager::eyeResolution()
{
if (mEyeResolutionOverriden)
return mEyeResolutionOverride;
auto width = mMainCamera->getViewport()->width() / 2;
auto height = mMainCamera->getViewport()->height();
return osg::Vec2i(width, height);
}
void Manager::disableStereoForNode(osg::Node* node)
{
// Re-apply the main camera's full viewport to return to full screen rendering.
node->getOrCreateStateSet()->setAttribute(mMainCamera->getViewport());
}
void Manager::setShadowTechnique(SceneUtil::MWShadowTechnique* shadowTechnique)
{
if (mFrustumManager)
mFrustumManager->setShadowTechnique(shadowTechnique);
}
void Manager::setupBruteForceTechnique()
{
auto* ds = osg::DisplaySettings::instance().get();
ds->setStereo(true);
ds->setStereoMode(osg::DisplaySettings::StereoMode::HORIZONTAL_SPLIT);
ds->setUseSceneViewForStereoHint(true);
mMainCamera->addCullCallback(new BruteForceStereoStatesetUpdateCallback(this));
struct ComputeStereoMatricesCallback : public osgUtil::SceneView::ComputeStereoMatricesCallback
{
ComputeStereoMatricesCallback(Manager* sv)
: mManager(sv)
{
}
osg::Matrixd computeLeftEyeProjection(const osg::Matrixd& projection) const override
{
(void)projection;
return mManager->computeEyeProjection(0, false);
}
osg::Matrixd computeLeftEyeView(const osg::Matrixd& view) const override
{
(void)view;
return mManager->computeEyeView(0);
}
osg::Matrixd computeRightEyeProjection(const osg::Matrixd& projection) const override
{
(void)projection;
return mManager->computeEyeProjection(1, false);
}
osg::Matrixd computeRightEyeView(const osg::Matrixd& view) const override
{
(void)view;
return mManager->computeEyeView(1);
}
Manager* mManager;
};
auto* renderer = static_cast<osgViewer::Renderer*>(mMainCamera->getRenderer());
for (auto* sceneView : { renderer->getSceneView(0), renderer->getSceneView(1) })
{
sceneView->setComputeStereoMatricesCallback(new ComputeStereoMatricesCallback(this));
auto* cvMain = sceneView->getCullVisitor();
auto* cvLeft = sceneView->getCullVisitorLeft();
auto* cvRight = sceneView->getCullVisitorRight();
if (!cvMain)
sceneView->setCullVisitor(cvMain = new osgUtil::CullVisitor());
if (!cvLeft)
sceneView->setCullVisitor(cvLeft = cvMain->clone());
if (!cvRight)
sceneView->setCullVisitor(cvRight = cvMain->clone());
// Osg by default gives cullVisitorLeft and cullVisitor the same identifier.
// So we make our own to avoid confusion
cvMain->setIdentifier(mIdentifierMain);
cvLeft->setIdentifier(mIdentifierLeft);
cvRight->setIdentifier(mIdentifierRight);
}
}
void Manager::setupOVRMultiView2Technique()
{
auto* ds = osg::DisplaySettings::instance().get();
ds->setStereo(false);
mMainCamera->addCullCallback(new MultiviewStereoStatesetUpdateCallback(this));
}
void Manager::updateStereoFramebuffer()
{
auto samples = Settings::Manager::getInt("antialiasing", "Video");
auto eyeRes = eyeResolution();
if (mMultiviewFramebuffer)
mMultiviewFramebuffer->detachFrom(mMainCamera);
mMultiviewFramebuffer = std::make_shared<MultiviewFramebuffer>(static_cast<int>(eyeRes.x()), static_cast<int>(eyeRes.y()), samples);
mMultiviewFramebuffer->attachColorComponent(SceneUtil::Color::colorSourceFormat(), SceneUtil::Color::colorSourceType(), SceneUtil::Color::colorInternalFormat());
mMultiviewFramebuffer->attachDepthComponent(SceneUtil::AutoDepth::depthSourceFormat(), SceneUtil::AutoDepth::depthSourceType(), SceneUtil::AutoDepth::depthInternalFormat());
mMultiviewFramebuffer->attachTo(mMainCamera);
}
void Manager::update()
{
double near_ = 1.f;
double far_ = 10000.f;
near_ = Settings::Manager::getFloat("near clip", "Camera");
far_ = Settings::Manager::getFloat("viewing distance", "Camera");
auto projectionMatrix = mMainCamera->getProjectionMatrix();
if (mUpdateViewCallback)
{
mUpdateViewCallback->updateView(mView[0], mView[1]);
auto viewMatrix = mMainCamera->getViewMatrix();
mViewOffsetMatrix[0] = mView[0].viewMatrix(true);
mViewOffsetMatrix[1] = mView[1].viewMatrix(true);
mViewMatrix[0] = viewMatrix * mViewOffsetMatrix[0];
mViewMatrix[1] = viewMatrix * mViewOffsetMatrix[1];
mProjectionMatrix[0] = mView[0].perspectiveMatrix(near_, far_, false);
mProjectionMatrix[1] = mView[1].perspectiveMatrix(near_, far_, false);
if (SceneUtil::AutoDepth::isReversed())
{
mProjectionMatrixReverseZ[0] = mView[0].perspectiveMatrix(near_, far_, true);
mProjectionMatrixReverseZ[1] = mView[1].perspectiveMatrix(near_, far_, true);
}
View masterView;
masterView.fov.angleDown = std::min(mView[0].fov.angleDown, mView[1].fov.angleDown);
masterView.fov.angleUp = std::max(mView[0].fov.angleUp, mView[1].fov.angleUp);
masterView.fov.angleLeft = std::min(mView[0].fov.angleLeft, mView[1].fov.angleLeft);
masterView.fov.angleRight = std::max(mView[0].fov.angleRight, mView[1].fov.angleRight);
projectionMatrix = masterView.perspectiveMatrix(near_, far_, false);
mMainCamera->setProjectionMatrix(projectionMatrix);
}
else
{
auto* ds = osg::DisplaySettings::instance().get();
auto viewMatrix = mMainCamera->getViewMatrix();
mViewMatrix[0] = ds->computeLeftEyeViewImplementation(viewMatrix);
mViewMatrix[1] = ds->computeRightEyeViewImplementation(viewMatrix);
mViewOffsetMatrix[0] = osg::Matrix::inverse(viewMatrix) * mViewMatrix[0];
mViewOffsetMatrix[1] = osg::Matrix::inverse(viewMatrix) * mViewMatrix[1];
mProjectionMatrix[0] = ds->computeLeftEyeProjectionImplementation(projectionMatrix);
mProjectionMatrix[1] = ds->computeRightEyeProjectionImplementation(projectionMatrix);
if (SceneUtil::AutoDepth::isReversed())
{
mProjectionMatrixReverseZ[0] = ds->computeLeftEyeProjectionImplementation(mMasterProjectionMatrix);
mProjectionMatrixReverseZ[1] = ds->computeRightEyeProjectionImplementation(mMasterProjectionMatrix);
}
}
mFrustumManager->update(
{
mViewOffsetMatrix[0] * mProjectionMatrix[0],
mViewOffsetMatrix[1] * mProjectionMatrix[1]
});
}
void Manager::updateMultiviewStateset(osg::StateSet* stateset)
{
// Update stereo uniforms
auto * viewMatrixMultiViewUniform = stateset->getUniform("viewMatrixMultiView");
auto * projectionMatrixMultiViewUniform = stateset->getUniform("projectionMatrixMultiView");
for (int view : {0, 1})
{
viewMatrixMultiViewUniform->setElement(view, mViewOffsetMatrix[view]);
projectionMatrixMultiViewUniform->setElement(view, computeEyeProjection(view, SceneUtil::AutoDepth::isReversed()));
}
}
void Manager::setUpdateViewCallback(std::shared_ptr<UpdateViewCallback> cb)
{
mUpdateViewCallback = cb;
}
void Manager::setCullCallback(osg::ref_ptr<osg::NodeCallback> cb)
{
mMainCamera->setCullCallback(cb);
}
osg::Matrixd Manager::computeEyeProjection(int view, bool reverseZ) const
{
return reverseZ ? mProjectionMatrixReverseZ[view] : mProjectionMatrix[view];
}
osg::Matrixd Manager::computeEyeView(int view) const
{
return mViewMatrix[view];
}
osg::Matrixd Manager::computeEyeViewOffset(int view) const
{
return mViewOffsetMatrix[view];
}
Eye Manager::getEye(const osgUtil::CullVisitor* cv) const
{
if (cv->getIdentifier() == mIdentifierMain)
return Eye::Center;
if (cv->getIdentifier() == mIdentifierLeft)
return Eye::Left;
if (cv->getIdentifier() == mIdentifierRight)
return Eye::Right;
return Eye::Center;
}
bool getStereo()
{
static bool stereo = Settings::Manager::getBool("stereo enabled", "Stereo") || osg::DisplaySettings::instance().get()->getStereo();
return stereo;
}
CustomViewCallback::CustomViewCallback()
{
mLeft.pose.position.x() = Settings::Manager::getDouble("left eye offset x", "Stereo View");
mLeft.pose.position.y() = Settings::Manager::getDouble("left eye offset y", "Stereo View");
mLeft.pose.position.z() = Settings::Manager::getDouble("left eye offset z", "Stereo View");
mLeft.pose.orientation.x() = Settings::Manager::getDouble("left eye orientation x", "Stereo View");
mLeft.pose.orientation.y() = Settings::Manager::getDouble("left eye orientation y", "Stereo View");
mLeft.pose.orientation.z() = Settings::Manager::getDouble("left eye orientation z", "Stereo View");
mLeft.pose.orientation.w() = Settings::Manager::getDouble("left eye orientation w", "Stereo View");
mLeft.fov.angleLeft = Settings::Manager::getDouble("left eye fov left", "Stereo View");
mLeft.fov.angleRight = Settings::Manager::getDouble("left eye fov right", "Stereo View");
mLeft.fov.angleUp = Settings::Manager::getDouble("left eye fov up", "Stereo View");
mLeft.fov.angleDown = Settings::Manager::getDouble("left eye fov down", "Stereo View");
mRight.pose.position.x() = Settings::Manager::getDouble("right eye offset x", "Stereo View");
mRight.pose.position.y() = Settings::Manager::getDouble("right eye offset y", "Stereo View");
mRight.pose.position.z() = Settings::Manager::getDouble("right eye offset z", "Stereo View");
mRight.pose.orientation.x() = Settings::Manager::getDouble("right eye orientation x", "Stereo View");
mRight.pose.orientation.y() = Settings::Manager::getDouble("right eye orientation y", "Stereo View");
mRight.pose.orientation.z() = Settings::Manager::getDouble("right eye orientation z", "Stereo View");
mRight.pose.orientation.w() = Settings::Manager::getDouble("right eye orientation w", "Stereo View");
mRight.fov.angleLeft = Settings::Manager::getDouble("right eye fov left", "Stereo View");
mRight.fov.angleRight = Settings::Manager::getDouble("right eye fov right", "Stereo View");
mRight.fov.angleUp = Settings::Manager::getDouble("right eye fov up", "Stereo View");
mRight.fov.angleDown = Settings::Manager::getDouble("right eye fov down", "Stereo View");
}
void CustomViewCallback::updateView(View& left, View& right)
{
left = mLeft;
right = mRight;
}
}