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Multiple post-process effects with oculus rift
I am using vizard 4 to interface with the oculus rift and am having problems using multiple post-process effects. When the main window is linked to the oculus, turning on a second post-process effect causes the effect to be applied to a new window. This is not a problem when the oculus is not linked to the screen.
Code:
from viz import * import viz import vizact import oculus import vizfx.postprocess from vizfx.postprocess.color import BrightnessEffect from vizfx.postprocess.composite import BlendMaskEffect from vizfx.postprocess.color import SaturationEffect from vizfx.postprocess.effect import BaseShaderEffect ground = viz.addChild('piazza.osgb') #set up oculus rift hmd = oculus.Rift() sensor = hmd.getSensor() viz.link(hmd.getSensor(), viz.MainView) vizact.onkeydown('r',sensor.reset) viz.setMultiSample(8) viz.go(viz.FULLSCREEN) #fog viz.fog(0.1) viz.fogcolor(0.15,.20,.28) #water postprocess effect class UnderwaterEffect(BaseShaderEffect): def __init__(self, speed=1.9, scale=1.5, density=30.0, **kw): self._speed = speed self._scale = scale self._density = density BaseShaderEffect.__init__(self,**kw) def _getFragmentCode(self): return """ uniform sampler2D vizpp_InputTex; uniform float osg_FrameTime; uniform float speed; uniform float scale; uniform float density; void main() { vec2 uv = gl_TexCoord[0].xy; //bumpUV.y = fract(bumpUV.y - osg_FrameTime*0.1); vec2 dt; dt.x = sin(speed*osg_FrameTime+uv.y*density)*0.001*scale; dt.y = cos(0.7+0.7*speed*osg_FrameTime+uv.x*density)*0.001*scale; gl_FragColor = texture2D(vizpp_InputTex,uv+dt); } """ def _createUniforms(self): self.uniforms.addFloat('speed',self._speed) self.uniforms.addFloat('scale',self._scale) self.uniforms.addFloat('density',self._density) def setSpeed(self,speed): self._speed = speed self.uniforms.setValue('speed',speed) def getSpeed(self): return self._speed def setScale(self,scale): self._scale = scale self.uniforms.setValue('scale',scale) def getScale(self): return self._scale def setDensity(self,density): self._density = density self.uniforms.setValue('density',density) def getDensity(self): return self._density uweffect = UnderwaterEffect() vizfx.postprocess.addEffect(uweffect) flash = BrightnessEffect(brightness = .8) urmask = viz.addTexture('urblendmask.jpg') ulmask = viz.addTexture('ulblendmask.jpg') drmask = viz.addTexture('drblendmask.jpg') dlmask = viz.addTexture('dlblendmask.jpg') stimeffects = [] ulstimeffect = BlendMaskEffect(ulmask,black=flash) vizfx.postprocess.addEffect(ulstimeffect,window=viz.MainWindow) ulstimeffect.setEnabled(viz.OFF) stimeffects.append(ulstimeffect) urstimeffect = BlendMaskEffect(urmask,black=flash) vizfx.postprocess.addEffect(urstimeffect,window=viz.MainWindow) urstimeffect.setEnabled(viz.OFF) stimeffects.append(urstimeffect) dlstimeffect = BlendMaskEffect(dlmask,black=flash) vizfx.postprocess.addEffect(dlstimeffect,window=viz.MainWindow) dlstimeffect.setEnabled(viz.OFF) stimeffects.append(dlstimeffect) drstimeffect = BlendMaskEffect(drmask,black=flash) vizfx.postprocess.addEffect(drstimeffect,window=viz.MainWindow) drstimeffect.setEnabled(viz.OFF) stimeffects.append(drstimeffect) vizact.onkeydown('1',ulstimeffect.setEnabled,viz.TOGGLE) vizact.onkeydown('2',urstimeffect.setEnabled,viz.TOGGLE) vizact.onkeydown('3',dlstimeffect.setEnabled,viz.TOGGLE) vizact.onkeydown('4',drstimeffect.setEnabled,viz.TOGGLE) vizact.onkeydown( '#', viz.window.screenCapture, 'image.bmp' ) Is there a different way of interfacing with the oculus in vizard 4 (i.e. not using vizconnect) that will allow multiple post-process effects to be used at once? If not, is there a way of creating a composite effect that could include both of these effects at once and allow me to update it and turn one of them off and on? |
#2
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Post process effects should work with the oculus. It would be helpful if you could simplify the code down to the most basic reproducible test case.
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#3
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The problem with using multiple post process effects is solved somewhat. It's possible to use the blend effect to use two post-process effects at once with the oculus and to turn off and turn on effects simultaneously to make it appear as if an additional effect is turning on.
The problem I have now is that the blendmask effect does not cause the mask to appear in the same place in each eye for the oculus. Is there a way of doing this that does not involve using the HorizontalSplit effect and doing trial and error with slightly shifted masks until they lineup? Code:
from viz import * import viz import oculus import vizfx.postprocess from vizfx.postprocess.color import BrightnessEffect from vizfx.postprocess.composite import BlendMaskEffect ground = viz.addChild('piazza.osgb') #set up oculus rift hmd = oculus.Rift() sensor = hmd.getSensor() viz.link(hmd.getSensor(), viz.MainView) viz.setMultiSample(8) viz.go(viz.FULLSCREEN) flash = BrightnessEffect(brightness = .8) dlmask = viz.addTexture('dlblendmask.jpg') dlstimeffect = BlendMaskEffect(dlmask,black=flash) vizfx.postprocess.addEffect(dlstimeffect) |
Tags |
oculus, post-process, vizard 4, vizfx, window |
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