正常用VR模式打开以后,就会成这样:
红框部分就是我所说的黑边
通过改变代码,可以实现如下效果:
我们同样要在编译版的UE4下操作,这样才能重新编译到源文件(UE4源文件下载和编译请参见我上一篇文章)
在SteamVRRender.cpp里的RenderTexture_RenderThread函数修改:
修改为:
void FSteamVRHMD::RenderTexture_RenderThread(FRHICommandListImmediate& RHICmdList, FTexture2DRHIParamRef BackBuffer, FTexture2DRHIParamRef SrcTexture) const
{
check(IsInRenderingThread());
if (WindowMirrorMode == 0)
{
return;
}
const uint32 ViewportWidth = BackBuffer->GetSizeX();
const uint32 ViewportHeight = BackBuffer->GetSizeY();
SetRenderTarget(RHICmdList, BackBuffer, FTextureRHIRef());
RHICmdList.SetViewport(0, 0, 0, ViewportWidth, ViewportHeight, 1.0f);
RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI());
RHICmdList.SetDepthStencilState(TStaticDepthStencilState::GetRHI());
const auto FeatureLevel = GMaxRHIFeatureLevel;
auto ShaderMap = GetGlobalShaderMap(FeatureLevel);
TShaderMapRef VertexShader(ShaderMap);
TShaderMapRef PixelShader(ShaderMap);
static FGlobalBoundShaderState BoundShaderState;
SetGlobalBoundShaderState(RHICmdList, FeatureLevel, BoundShaderState, RendererModule->GetFilterVertexDeclaration().VertexDeclarationRHI, *VertexShader, *PixelShader);
PixelShader->SetParameters(RHICmdList, TStaticSamplerState::GetRHI(), SrcTexture);
if (WindowMirrorMode == 1)
{
// need to clear when rendering only one eye since the borders won't be touched by the DrawRect below
RHICmdList.Clear(true, FLinearColor::Black, false, 0, false, 0, FIntRect());
RendererModule->DrawRectangle(
RHICmdList,
0, 0,
ViewportWidth, ViewportHeight,
0.0f, 0.3f,
0.4f, 0.4f,
FIntPoint(ViewportWidth, ViewportHeight),
FIntPoint(1, 1),
*VertexShader,
EDRF_Default);
}
else if (WindowMirrorMode == 2)
{
RendererModule->DrawRectangle(
RHICmdList,
0, 0,
ViewportWidth, ViewportHeight,
0.0f, 0.0f,
1.0f, 1.0f,
FIntPoint(ViewportWidth, ViewportHeight),
FIntPoint(1, 1),
*VertexShader,
EDRF_Default);
}
}
此链接里写得很清楚,就不复述了=.=
So easy 吧~^^