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") """
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@@ -75,6 +75,14 @@ Constants
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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.
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.. data:: LEFT_EYE
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Left eye being used during stereoscopic rendering.
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.. data:: RIGHT_EYE
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Right eye being used during stereoscopic rendering.
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*********
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Functions
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*********
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@@ -217,6 +225,15 @@ Functions
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:rtype: float
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.. function:: getStereoEye()
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Gets the current stereoscopy eye being rendered.
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This function is mainly used in a :class:`bge.types.KX_Scene.pre_draw` callback
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function to customize the camera projection matrices for each
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stereoscopic eye.
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:rtype: LEFT_EYE, RIGHT_EYE
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.. function:: setMaterialMode(mode)
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Set the material mode to use for OpenGL rendering.
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