Hi, I finished all the required changes in Blender (not in the BGE) for viewport offscreen rendering: https://developer.blender.org/D1533
I will share a video of this working once I plug it with a HMD, but for a quick preview, this is what is now possible: http://dalaifelinto.com/ftp/tmp/fbo.jpg (via Python I'm rendering two new views, with custom opengl matrices into two FBOs, and visualizing them back on top of the viewport). I hope this can get reviewed and make its way into Blender 2.77. Cheers, Dalai -- blendernetwork.org/dalai-felinto www.dalaifelinto.com 2015-09-18 15:52 GMT-03:00 Dalai Felinto <[email protected]>: > Hi Jacob, > >> offscreen rendering is esential for fast 2d effects as well? > > Speed aside, offscreen rendering allows for quality you won't get > otherwise. If you are counting relying on warping the acquired data, > offscreen allows you to work with an original higher resolution buffer > (e.g., similar to what the BGE does in the fulldome mode with warp > meshes). So speed is not even the point here. > > Apart from that, using FBO allows you to hand out the buffer to the > SDK, without having to worry about implementing distortion shaders > yourself. > >> also, how do we get screen space AO and screen space reflections? something >> similar? > > Such off-screen rendering routine should support any of the fancy > viewport effects Blender now has. In fact as part of the function > arguments we should probably be able to set specific viewport settings > (render only, ao, ...). > > Cheers, > Dalai > -- > blendernetwork.org/dalai-felinto > www.dalaifelinto.com > > > 2015-09-18 15:09 GMT-03:00 Jacob Merrill <[email protected]>: >> offscreen rendering is esential for fast 2d effects as well? >> >> also, how do we get screen space AO and screen space refelctions? >> something similar ? >> On Sep 18, 2015 10:05 AM, "Dalai Felinto" <[email protected]> wrote: >> >>> Hi there, >>> >>> I've been pondering on how to get proper Oculus support in Blender >>> "viewport", and it came down to the ideas presented here: >>> http://www.dalaifelinto.com/?p=1108 >>> >>> Basically, I propose we expand our Blender/Game Engine API with the >>> following: >>> >>> * Allow off-screen rendering straight to a FBO bind id with custom >>> OpenGL matrices >>> * BGL extended to support glBindFramebuffer amount other required GL >>> functions >>> * BGE Video Texture ImageRender to support FBO rendering and custom >>> OpenGL matrices >>> >>> That should allow for not only oculus but any shader-based HMD (Head >>> Mounted Display) to use Blender (or rather, to have an addon written >>> to support it). >>> >>> Any thoughts on that? Can anyone come up with a different design to >>> address that? >>> >>> (in the link above I explain why I think a Python approach is >>> preferable over a deeper C integration between Blender and the Oculus >>> SDK). >>> >>> Thanks, >>> Dalai >>> -- >>> blendernetwork.org/dalai-felinto >>> www.dalaifelinto.com >>> _______________________________________________ >>> Bf-committers mailing list >>> [email protected] >>> http://lists.blender.org/mailman/listinfo/bf-committers >>> >> _______________________________________________ >> Bf-committers mailing list >> [email protected] >> http://lists.blender.org/mailman/listinfo/bf-committers _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
