UE4所示渲染出来的画面黑色部分上下占了两边边界,你可以尝试通过修改代码来解决这个问题。
在SteamVRRender.cpp里的RenderTexture_RenderThread函数修改:
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<false, CF_Always>::GetRHI());
const auto FeatureLevel = GMaxRHIFeatureLevel;
auto ShaderMap = GetGlobalShaderMap(FeatureLevel);
TShaderMapRef<FScreenVS> VertexShader(ShaderMap);
TShaderMapRef<FScreenPS> PixelShader(ShaderMap);
static FGlobalBoundShaderState BoundShaderState;
SetGlobalBoundShaderState(RHICmdList, FeatureLevel, BoundShaderState, RendererModule->GetFilterVertexDeclaration().VertexDeclarationRHI, *VertexShader, *PixelShader);
PixelShader->SetParameters(RHICmdList, TStaticSamplerState<SF_Bilinear>::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, FLinear
在SteamVRRender.cpp里的RenderTexture_RenderThread函数修改:
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<false, CF_Always>::GetRHI());
const auto FeatureLevel = GMaxRHIFeatureLevel;
auto ShaderMap = GetGlobalShaderMap(FeatureLevel);
TShaderMapRef<FScreenVS> VertexShader(ShaderMap);
TShaderMapRef<FScreenPS> PixelShader(ShaderMap);
static FGlobalBoundShaderState BoundShaderState;
SetGlobalBoundShaderState(RHICmdList, FeatureLevel, BoundShaderState, RendererModule->GetFilterVertexDeclaration().VertexDeclarationRHI, *VertexShader, *PixelShader);
PixelShader->SetParameters(RHICmdList, TStaticSamplerState<SF_Bilinear>::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, FLinear