Fix issues when rendering panoramic sky in stereoscopic
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18d3ba0c50
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179f483782
2 changed files with 64 additions and 27 deletions
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@ -2349,22 +2349,7 @@ void RasterizerSceneGLES3::_draw_sky(RasterizerStorageGLES3::Sky *p_sky, const C
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glDepthFunc(GL_LEQUAL);
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glColorMask(1, 1, 1, 1);
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float flip_sign = p_vflip ? -1 : 1;
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Vector3 vertices[8] = {
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Vector3(-1, -1 * flip_sign, 1),
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Vector3(0, 1, 0),
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Vector3(1, -1 * flip_sign, 1),
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Vector3(1, 1, 0),
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Vector3(1, 1 * flip_sign, 1),
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Vector3(1, 0, 0),
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Vector3(-1, 1 * flip_sign, 1),
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Vector3(0, 0, 0)
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};
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//sky uv vectors
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float vw, vh, zn;
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// Camera
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CameraMatrix camera;
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if (p_custom_fov) {
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@ -2379,17 +2364,39 @@ void RasterizerSceneGLES3::_draw_sky(RasterizerStorageGLES3::Sky *p_sky, const C
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camera = p_projection;
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}
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camera.get_viewport_size(vw, vh);
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zn = p_projection.get_z_near();
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float flip_sign = p_vflip ? -1 : 1;
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for (int i = 0; i < 4; i++) {
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/*
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If matrix[2][0] or matrix[2][1] we're dealing with an asymmetrical projection matrix. This is the case for stereoscopic rendering (i.e. VR).
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To ensure the image rendered is perspective correct we need to move some logic into the shader. For this the USE_ASYM_PANO option is introduced.
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It also means the uv coordinates are ignored in this mode and we don't need our loop.
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*/
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bool asymmetrical = ((camera.matrix[2][0] != 0.0) || (camera.matrix[2][1] != 0.0));
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Vector3 uv = vertices[i * 2 + 1];
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uv.x = (uv.x * 2.0 - 1.0) * vw;
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uv.y = -(uv.y * 2.0 - 1.0) * vh;
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uv.z = -zn;
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vertices[i * 2 + 1] = p_transform.basis.xform(uv).normalized();
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vertices[i * 2 + 1].z = -vertices[i * 2 + 1].z;
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Vector3 vertices[8] = {
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Vector3(-1, -1 * flip_sign, 1),
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Vector3(0, 1, 0),
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Vector3(1, -1 * flip_sign, 1),
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Vector3(1, 1, 0),
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Vector3(1, 1 * flip_sign, 1),
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Vector3(1, 0, 0),
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Vector3(-1, 1 * flip_sign, 1),
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Vector3(0, 0, 0)
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};
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if (!asymmetrical) {
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float vw, vh, zn;
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camera.get_viewport_size(vw, vh);
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zn = p_projection.get_z_near();
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for (int i = 0; i < 4; i++) {
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Vector3 uv = vertices[i * 2 + 1];
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uv.x = (uv.x * 2.0 - 1.0) * vw;
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uv.y = -(uv.y * 2.0 - 1.0) * vh;
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uv.z = -zn;
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vertices[i * 2 + 1] = p_transform.basis.xform(uv).normalized();
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vertices[i * 2 + 1].z = -vertices[i * 2 + 1].z;
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}
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}
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glBindBuffer(GL_ARRAY_BUFFER, state.sky_verts);
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@ -2398,16 +2405,24 @@ void RasterizerSceneGLES3::_draw_sky(RasterizerStorageGLES3::Sky *p_sky, const C
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glBindVertexArray(state.sky_array);
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storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_PANORAMA, true);
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storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_ASYM_PANO, asymmetrical);
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storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_PANORAMA, !asymmetrical);
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storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_MULTIPLIER, true);
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storage->shaders.copy.bind();
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storage->shaders.copy.set_uniform(CopyShaderGLES3::MULTIPLIER, p_energy);
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if (asymmetrical) {
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// pack the bits we need from our projection matrix
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storage->shaders.copy.set_uniform(CopyShaderGLES3::ASYM_PROJ, camera.matrix[2][0], camera.matrix[0][0], camera.matrix[2][1], camera.matrix[1][1]);
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///@TODO I couldn't get mat3 + p_transform.basis to work, that would be better here.
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storage->shaders.copy.set_uniform(CopyShaderGLES3::PANO_TRANSFORM, p_transform);
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}
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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glBindVertexArray(0);
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glColorMask(1, 1, 1, 1);
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storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_ASYM_PANO, false);
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storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_MULTIPLIER, false);
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storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_PANORAMA, false);
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}
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@ -27,6 +27,8 @@ void main() {
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#if defined(USE_CUBEMAP) || defined(USE_PANORAMA)
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cube_interp = cube_in;
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#elif defined(USE_ASYM_PANO)
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uv_interp = vertex_attrib.xy;
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#else
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uv_interp = uv_in;
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#ifdef V_FLIP
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@ -59,6 +61,11 @@ in vec3 cube_interp;
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in vec2 uv_interp;
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#endif
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#ifdef USE_ASYM_PANO
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uniform highp mat4 pano_transform;
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uniform highp vec4 asym_proj;
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#endif
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#ifdef USE_CUBEMAP
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uniform samplerCube source_cube; //texunit:0
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#else
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@ -70,7 +77,7 @@ uniform sampler2D source; //texunit:0
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uniform float multiplier;
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#endif
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#ifdef USE_PANORAMA
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#if defined(USE_PANORAMA) || defined(USE_ASYM_PANO)
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vec4 texturePanorama(vec3 normal,sampler2D pano ) {
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@ -122,6 +129,21 @@ void main() {
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vec4 color = texturePanorama( normalize(cube_interp), source );
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#elif defined(USE_ASYM_PANO)
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// When an assymetrical projection matrix is used (applicable for stereoscopic rendering i.e. VR) we need to do this calculation per fragment to get a perspective correct result.
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// Note that we're ignoring the x-offset for IPD, with Z sufficiently in the distance it becomes neglectible, as a result we could probably just set cube_normal.z to -1.
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// The Matrix[2][0] (= asym_proj.x) and Matrix[2][1] (= asym_proj.z) values are what provide the right shift in the image.
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vec3 cube_normal;
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cube_normal.z = -1000000.0;
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cube_normal.x = (cube_normal.z * (-uv_interp.x - asym_proj.x)) / asym_proj.y;
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cube_normal.y = (cube_normal.z * (-uv_interp.y - asym_proj.z)) / asym_proj.a;
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cube_normal = mat3(pano_transform) * cube_normal;
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cube_normal.z = -cube_normal.z;
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vec4 color = texturePanorama( normalize(cube_normal.xyz), source );
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#elif defined(USE_CUBEMAP)
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vec4 color = texture( source_cube, normalize(cube_interp) );
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