render regular view on desktop in VR, instead of distortion view.

This commit is contained in:
Erwin Coumans 2016-12-20 17:34:12 -08:00
parent e71560a2ee
commit da7ae53941

View File

@ -21,6 +21,7 @@
#include "LinearMath/btIDebugDraw.h"
int gSharedMemoryKey = -1;
int gDebugDrawFlags = 0;
bool gDisplayDistortion = false;
//how can you try typing on a keyboard, without seeing it?
//it is pretty funny, to see the desktop in VR!
@ -831,15 +832,31 @@ void CMainApplication::RenderFrame()
DrawControllers();
}
RenderStereoTargets();
if (gDisplayDistortion)
{
B3_PROFILE("RenderDistortion");
RenderDistortion();
} else
{
glBindFramebuffer( GL_FRAMEBUFFER, 0 );
glDisable( GL_MULTISAMPLE );
glBindFramebuffer(GL_READ_FRAMEBUFFER, rightEyeDesc.m_nRenderFramebufferId );
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glBlitFramebuffer( 0, 0, m_nRenderWidth, m_nRenderHeight, 0, 0, m_nRenderWidth, m_nRenderHeight,
GL_COLOR_BUFFER_BIT,
GL_LINEAR );
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0 );
}
vr::Texture_t leftEyeTexture = {(void*)leftEyeDesc.m_nResolveTextureId, vr::API_OpenGL, vr::ColorSpace_Gamma };
vr::VRCompositor()->Submit(vr::Eye_Left, &leftEyeTexture );
vr::Texture_t rightEyeTexture = {(void*)rightEyeDesc.m_nResolveTextureId, vr::API_OpenGL, vr::ColorSpace_Gamma };
vr::VRCompositor()->Submit(vr::Eye_Right, &rightEyeTexture );
}
if ( m_bVblank && m_bGlFinishHack )