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authorBenoit Bolsee <benoit.bolsee@online.be>2008-05-24 12:34:04 +0400
committerBenoit Bolsee <benoit.bolsee@online.be>2008-05-24 12:34:04 +0400
commit7f10f5f66f6b29a7a4e508da7b3c80a50d00618d (patch)
tree0c91e54a1986b4de1c9c1b5bb182c2a55f539aae /source/gameengine
parent5f70682f6a622b2832e50860cc2699c67d9b7e65 (diff)
fix BGE bug #8646: unusable anaglyph settings
The best rules for stereo rendering are now applied to Blender. Here is the new situation: 1) The focal distance is now settable through the GUI: select the camera (each camera can have a different setting) and go to the camera data (F9): the "Dof Dist" and "Dof Ob" can be used to set the focal distance for that camera. The "Dof Ob" is interesting because it sets the focal distance so that the center this object will appear at the surface of the screen when running the game. 2) The eye separation is automatically set to focal_distance/30, which is considered to be a reasonable value. If you need a different value, you can always use Python scripting. Notes: - If you switch camera during the game, the focal distance will also change unless you have set the focal distance by scripting, in which case it overwrites the focal distance setting of all cameras. - If you don't set the focal distance in the camera data or by scripting, the default value will be used. The default value corresponds more of less to the near clipping plane which means that all the objects will be very far with little 3D effect. - If you don't set the eye separation by scripting, it is automatically computed as focal_distance/30, regardless on how the focal distance was set.
Diffstat (limited to 'source/gameengine')
-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.cpp8
-rw-r--r--source/gameengine/Ketsji/KX_Camera.cpp5
-rw-r--r--source/gameengine/Ketsji/KX_Camera.h4
-rw-r--r--source/gameengine/Ketsji/KX_KetsjiEngine.cpp5
-rw-r--r--source/gameengine/Rasterizer/RAS_CameraData.h5
-rw-r--r--source/gameengine/Rasterizer/RAS_IRasterizer.h1
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp6
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h1
8 files changed, 26 insertions, 9 deletions
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index 089af9a68e7..82d16ffa181 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -87,6 +87,7 @@
#include "DNA_action_types.h"
#include "BKE_main.h"
#include "BKE_global.h"
+#include "BKE_object.h"
#include "BL_SkinMeshObject.h"
#include "BL_SkinDeformer.h"
#include "BL_MeshDeformer.h"
@@ -1571,8 +1572,9 @@ static KX_LightObject *gamelight_from_blamp(Lamp *la, unsigned int layerflag, KX
return gamelight;
}
-static KX_Camera *gamecamera_from_bcamera(Camera *ca, KX_Scene *kxscene, KX_BlenderSceneConverter *converter) {
- RAS_CameraData camdata(ca->lens, ca->clipsta, ca->clipend, ca->type == CAM_PERSP);
+static KX_Camera *gamecamera_from_bcamera(Object *ob, KX_Scene *kxscene, KX_BlenderSceneConverter *converter) {
+ Camera* ca = static_cast<Camera*>(ob->data);
+ RAS_CameraData camdata(ca->lens, ca->clipsta, ca->clipend, ca->type == CAM_PERSP, dof_camera(ob));
KX_Camera *gamecamera;
gamecamera= new KX_Camera(kxscene, KX_Scene::m_callbacks, camdata);
@@ -1607,7 +1609,7 @@ static KX_GameObject *gameobject_from_blenderobject(
case OB_CAMERA:
{
- KX_Camera* gamecamera = gamecamera_from_bcamera(static_cast<Camera*>(ob->data), kxscene, converter);
+ KX_Camera* gamecamera = gamecamera_from_bcamera(ob, kxscene, converter);
gameobj = gamecamera;
//don't add a reference: the camera list in kxscene->m_cameras is not released at the end
diff --git a/source/gameengine/Ketsji/KX_Camera.cpp b/source/gameengine/Ketsji/KX_Camera.cpp
index 09eb2053bfe..27e47d72bbe 100644
--- a/source/gameengine/Ketsji/KX_Camera.cpp
+++ b/source/gameengine/Ketsji/KX_Camera.cpp
@@ -204,6 +204,11 @@ float KX_Camera::GetCameraFar() const
return m_camdata.m_clipend;
}
+float KX_Camera::GetFocalLength() const
+{
+ return m_camdata.m_focallength;
+}
+
RAS_CameraData* KX_Camera::GetCameraData()
diff --git a/source/gameengine/Ketsji/KX_Camera.h b/source/gameengine/Ketsji/KX_Camera.h
index 4cc8c049f91..75d574cd697 100644
--- a/source/gameengine/Ketsji/KX_Camera.h
+++ b/source/gameengine/Ketsji/KX_Camera.h
@@ -184,12 +184,14 @@ public:
*/
const MT_Matrix4x4& GetModelviewMatrix() const;
- /** Gets the focal length. */
+ /** Gets the aperture. */
float GetLens() const;
/** Gets the near clip distance. */
float GetCameraNear() const;
/** Gets the far clip distance. */
float GetCameraFar() const;
+ /** Gets the focal length (only used for stereo rendering) */
+ float GetFocalLength() const;
/** Gets all camera data. */
RAS_CameraData* GetCameraData();
diff --git a/source/gameengine/Ketsji/KX_KetsjiEngine.cpp b/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
index c098f37efa8..1e3393d59a8 100644
--- a/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
+++ b/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
@@ -890,7 +890,7 @@ void KX_KetsjiEngine::SetupRenderFrame(KX_Scene *scene, KX_Camera* cam)
// update graphics
void KX_KetsjiEngine::RenderFrame(KX_Scene* scene, KX_Camera* cam)
{
- float left, right, bottom, top, nearfrust, farfrust;
+ float left, right, bottom, top, nearfrust, farfrust, focallength;
const float ortho = 100.0;
// KX_Camera* cam = scene->GetActiveCamera();
@@ -913,6 +913,7 @@ void KX_KetsjiEngine::RenderFrame(KX_Scene* scene, KX_Camera* cam)
float lens = cam->GetLens();
nearfrust = cam->GetCameraNear();
farfrust = cam->GetCameraFar();
+ focallength = cam->GetFocalLength();
if (!cam->GetCameraData()->m_perspective)
{
@@ -939,7 +940,7 @@ void KX_KetsjiEngine::RenderFrame(KX_Scene* scene, KX_Camera* cam)
farfrust = frustum.camfar;
MT_Matrix4x4 projmat = m_rasterizer->GetFrustumMatrix(
- left, right, bottom, top, nearfrust, farfrust);
+ left, right, bottom, top, nearfrust, farfrust, focallength);
cam->SetProjectionMatrix(projmat);
diff --git a/source/gameengine/Rasterizer/RAS_CameraData.h b/source/gameengine/Rasterizer/RAS_CameraData.h
index 99c0c412cf7..6aa9b34962b 100644
--- a/source/gameengine/Rasterizer/RAS_CameraData.h
+++ b/source/gameengine/Rasterizer/RAS_CameraData.h
@@ -40,13 +40,16 @@ struct RAS_CameraData
int m_viewportbottom;
int m_viewportright;
int m_viewporttop;
+ float m_focallength;
RAS_CameraData(float lens = 35., float clipstart = 0.1, float clipend = 100., bool perspective = true,
- bool viewport = false, int viewportleft = 0, int viewportbottom = 0, int viewportright = 0, int viewporttop = 0) :
+ float focallength = 0.0f, bool viewport = false, int viewportleft = 0, int viewportbottom = 0,
+ int viewportright = 0, int viewporttop = 0) :
m_lens(lens),
m_clipstart(clipstart),
m_clipend(clipend),
m_perspective(perspective),
+ m_focallength(focallength),
m_viewport(viewport),
m_viewportleft(viewportleft),
m_viewportbottom(viewportbottom),
diff --git a/source/gameengine/Rasterizer/RAS_IRasterizer.h b/source/gameengine/Rasterizer/RAS_IRasterizer.h
index 5e8b5ad8276..18a7f261c94 100644
--- a/source/gameengine/Rasterizer/RAS_IRasterizer.h
+++ b/source/gameengine/Rasterizer/RAS_IRasterizer.h
@@ -344,6 +344,7 @@ public:
float top,
float frustnear,
float frustfar,
+ float focallength = 0.0f,
bool perspective = true
)=0;
/**
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
index ea41b2f7d13..f99121e5b7c 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
@@ -1802,6 +1802,7 @@ MT_Matrix4x4 RAS_OpenGLRasterizer::GetFrustumMatrix(
float top,
float frustnear,
float frustfar,
+ float focallength,
bool
){
MT_Matrix4x4 result;
@@ -1813,9 +1814,10 @@ MT_Matrix4x4 RAS_OpenGLRasterizer::GetFrustumMatrix(
float near_div_focallength;
// next 2 params should be specified on command line and in Blender publisher
if (!m_setfocallength)
- m_focallength = 1.5 * right; // derived from example
+ m_focallength = (focallength == 0.f) ? 1.5 * right // derived from example
+ : focallength;
if (!m_seteyesep)
- m_eyeseparation = 0.18 * right; // just a guess...
+ m_eyeseparation = m_focallength/30; // reasonable value...
near_div_focallength = frustnear / m_focallength;
switch(m_curreye)
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h
index c63a7b80b7c..23714a12151 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h
@@ -246,6 +246,7 @@ public:
float top,
float frustnear,
float frustfar,
+ float focallength,
bool perspective
);