bge.render.getStereoEye() and bge.types.LEFT_EYE/RIGHT_EYE

This function allows the user to run specific code for each of the
rendered stereoscopic eyes in the Game Engine.

The initial use case is to set the camera projection matrix in
a scene.pre_draw callback function for each eye, to be used in VR
(Virtual Reality) installations.

Reviewed by Mitchell Stokes and Campbell Barton, thank you guys.

Sample Test Python Script:
"""
import bge
import bgl
import blf

def init():
    """init function - runs once"""
    scene = bge.logic.getCurrentScene()
    scene.post_draw.append(write)

def write():
    """write on screen - depending on the eye"""
    width = bge.render.getWindowWidth()
    height = bge.render.getWindowHeight()

    # OpenGL setup
    bgl.glMatrixMode(bgl.GL_PROJECTION)
    bgl.glLoadIdentity()
    bgl.gluOrtho2D(0, width, 0, height)
    bgl.glMatrixMode(bgl.GL_MODELVIEW)
    bgl.glLoadIdentity()

    eye = bge.render.getStereoEye()

    if eye == bge.render.LEFT_EYE:
        blf.position(0, (width * 0.2), (height * 0.3), 0)
        blf.size(0, 40, 72)
        blf.draw(0, "Left")

    else: # bge.render.RIGHT_EYE:
        blf.position(0, (width * 0.7), (height * 0.3), 0)
        blf.size(0, 40, 72)
        blf.draw(0, "Right")
"""
This commit is contained in:
Dalai Felinto 2015-01-22 02:42:40 -02:00
parent 1b1a6e0c92
commit 8ed439b89e
2 changed files with 37 additions and 0 deletions

View File

@ -75,6 +75,14 @@ Constants
Enables adaptive vsync if supported. Adaptive vsync enables vsync if the framerate is above the monitors refresh rate. Otherwise, vsync is diabled if the framerate is too low.
.. data:: LEFT_EYE
Left eye being used during stereoscopic rendering.
.. data:: RIGHT_EYE
Right eye being used during stereoscopic rendering.
*********
Functions
*********
@ -217,6 +225,15 @@ Functions
:rtype: float
.. function:: getStereoEye()
Gets the current stereoscopy eye being rendered.
This function is mainly used in a :class:`bge.types.KX_Scene.pre_draw` callback
function to customize the camera projection matrices for each
stereoscopic eye.
:rtype: LEFT_EYE, RIGHT_EYE
.. function:: setMaterialMode(mode)
Set the material mode to use for OpenGL rendering.

View File

@ -1006,6 +1006,21 @@ static PyObject *gPyGetFocalLength(PyObject *, PyObject *, PyObject *)
Py_RETURN_NONE;
}
static PyObject *gPyGetStereoEye(PyObject *, PyObject *, PyObject *)
{
int flag = RAS_IRasterizer::RAS_STEREO_LEFTEYE;
if (!gp_Rasterizer) {
PyErr_SetString(PyExc_RuntimeError, "Rasterizer.getStereoEye(), Rasterizer not available");
return NULL;
}
if (gp_Rasterizer->Stereo())
flag = gp_Rasterizer->GetEye();
return PyLong_FromLong(flag);
}
static PyObject *gPySetBackgroundColor(PyObject *, PyObject *value)
{
@ -1496,6 +1511,7 @@ static struct PyMethodDef rasterizer_methods[] = {
{"getEyeSeparation", (PyCFunction) gPyGetEyeSeparation, METH_NOARGS, "get the eye separation for stereo mode"},
{"setFocalLength", (PyCFunction) gPySetFocalLength, METH_VARARGS, "set the focal length for stereo mode"},
{"getFocalLength", (PyCFunction) gPyGetFocalLength, METH_VARARGS, "get the focal length for stereo mode"},
{"getStereoEye", (PyCFunction) gPyGetStereoEye, METH_VARARGS, "get the current stereoscopy eye being rendered"},
{"setMaterialMode",(PyCFunction) gPySetMaterialType,
METH_VARARGS, "set the material mode to use for OpenGL rendering"},
{"getMaterialMode",(PyCFunction) gPyGetMaterialType,
@ -2320,6 +2336,10 @@ PyObject *initRasterizer(RAS_IRasterizer* rasty,RAS_ICanvas* canvas)
KX_MACRO_addTypesToDict(d, VSYNC_ON, VSYNC_ON);
KX_MACRO_addTypesToDict(d, VSYNC_ADAPTIVE, VSYNC_ADAPTIVE);
/* stereoscopy */
KX_MACRO_addTypesToDict(d, LEFT_EYE, RAS_IRasterizer::RAS_STEREO_LEFTEYE);
KX_MACRO_addTypesToDict(d, RIGHT_EYE, RAS_IRasterizer::RAS_STEREO_RIGHTEYE);
// XXXX Add constants here
// Check for errors