diff --git a/servers/visual/visual_server_scene.cpp b/servers/visual/visual_server_scene.cpp index 04dcde1365d..43a225b3701 100644 --- a/servers/visual/visual_server_scene.cpp +++ b/servers/visual/visual_server_scene.cpp @@ -1674,7 +1674,8 @@ void VisualServerScene::render_camera(RID p_camera, RID p_scenario, Size2 p_view } break; } - _render_scene(camera->transform, camera_matrix, ortho, camera->env, camera->visible_layers, p_scenario, p_shadow_atlas, RID(), -1); + _prepare_scene(camera->transform, camera_matrix, ortho, camera->env, camera->visible_layers, p_scenario, p_shadow_atlas, RID()); + _render_scene(camera->transform, camera_matrix, ortho, camera->env, p_scenario, p_shadow_atlas, RID(), -1); } void VisualServerScene::render_camera(Ref &p_interface, ARVRInterface::Eyes p_eye, RID p_camera, RID p_scenario, Size2 p_viewport_size, RID p_shadow_atlas) { @@ -1684,7 +1685,6 @@ void VisualServerScene::render_camera(Ref &p_interface, ARVRInter ERR_FAIL_COND(!camera); /* SETUP CAMERA, we are ignoring type and FOV here */ - bool ortho = false; float aspect = p_viewport_size.width / (float)p_viewport_size.height; CameraMatrix camera_matrix = p_interface->get_projection_for_eye(p_eye, aspect, camera->znear, camera->zfar); @@ -1693,10 +1693,79 @@ void VisualServerScene::render_camera(Ref &p_interface, ARVRInter Transform world_origin = ARVRServer::get_singleton()->get_world_origin(); Transform cam_transform = p_interface->get_transform_for_eye(p_eye, world_origin); - _render_scene(cam_transform, camera_matrix, ortho, camera->env, camera->visible_layers, p_scenario, p_shadow_atlas, RID(), -1); + // For stereo render we only prepare for our left eye and then reuse the outcome for our right eye + if (p_eye == ARVRInterface::EYE_LEFT) { + ///@TODO possibly move responsibility for this into our ARVRServer or ARVRInterface? + + // Center our transform, we assume basis is equal. + Transform mono_transform = cam_transform; + Transform right_transform = p_interface->get_transform_for_eye(ARVRInterface::EYE_RIGHT, world_origin); + mono_transform.origin += right_transform.origin; + mono_transform.origin *= 0.5; + + // We need to combine our projection frustums for culling. + // Ideally we should use our clipping planes for this and combine them, + // however our shadow map logic uses our projection matrix. + // Note: as our left and right frustums should be mirrored, we don't need our right projection matrix. + + // - get some base values we need + float eye_dist = (mono_transform.origin - cam_transform.origin).length(); + float z_near = camera_matrix.get_z_near(); // get our near plane + float z_far = camera_matrix.get_z_far(); // get our far plane + float width = (2.0 * z_near) / camera_matrix.matrix[0][0]; + float x_shift = width * camera_matrix.matrix[2][0]; + float height = (2.0 * z_near) / camera_matrix.matrix[1][1]; + float y_shift = width * camera_matrix.matrix[2][1]; + + // printf("Eye_dist = %f, Near = %f, Far = %f, Width = %f, Shift = %f\n", eye_dist, z_near, z_far, width, x_shift); + + // - calculate our near plane size (horizontal only, right_near is mirrored) + float left_near = -eye_dist - ((width - x_shift) * 0.5); + + // - calculate our far plane size (horizontal only, right_far is mirrored) + float left_far = -eye_dist - (z_far * (width - x_shift) * 0.5 / z_near); + float left_far_right_eye = eye_dist - (z_far * (width + x_shift) * 0.5 / z_near); + if (left_far > left_far_right_eye) { + // on displays smaller then double our iod, the right eye far frustrum can overtake the left eyes. + left_far = left_far_right_eye; + } + + // - figure out required z-shift + float slope = (left_far - left_near) / (z_far - z_near); + float z_shift = (left_near / slope) - z_near; + + // - figure out new vertical near plane size (this will be slightly oversized thanks to our z-shift) + float top_near = (height + y_shift) * 0.5; + top_near += y_shift * z_shift; + float bottom_near = -(height - y_shift) * 0.5; + bottom_near -= y_shift * z_shift; + + // printf("Left_near = %f, Left_far = %f, Top_near = %f, Bottom_near = %f, Z_shift = %f\n", left_near, left_far, top_near, bottom_near, z_shift); + + // - generate our frustum + CameraMatrix combined_matrix; + combined_matrix.set_frustum(left_near, -left_near, bottom_near, top_near, z_near + z_shift, z_far + z_shift); + + // and finally move our camera back + Transform apply_z_shift; + apply_z_shift.origin = Vector3(0.0, 0.0, z_shift); // z negative is forward so this moves it backwards + mono_transform *= apply_z_shift; + + // now prepare our scene with our adjusted transform projection matrix + _prepare_scene(mono_transform, combined_matrix, false, camera->env, camera->visible_layers, p_scenario, p_shadow_atlas, RID()); + } else if (p_eye == ARVRInterface::EYE_MONO) { + // For mono render, prepare as per usual + _prepare_scene(cam_transform, camera_matrix, false, camera->env, camera->visible_layers, p_scenario, p_shadow_atlas, RID()); + } + + // And render our scene... + _render_scene(cam_transform, camera_matrix, false, camera->env, p_scenario, p_shadow_atlas, RID(), -1); }; -void VisualServerScene::_render_scene(const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_force_environment, uint32_t p_visible_layers, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass) { +void VisualServerScene::_prepare_scene(const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_force_environment, uint32_t p_visible_layers, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe) { + // Note, in stereo rendering: + // - p_cam_transform will be a transform in the middle of our two eyes + // - p_cam_projection is a wider frustrum that encompasses both eyes Scenario *scenario = scenario_owner.getornull(p_scenario); @@ -1713,7 +1782,7 @@ void VisualServerScene::_render_scene(const Transform p_cam_transform, const Cam float z_far = p_cam_projection.get_z_far(); /* STEP 2 - CULL */ - int cull_count = scenario->octree.cull_convex(planes, instance_cull_result, MAX_INSTANCE_CULL); + instance_cull_count = scenario->octree.cull_convex(planes, instance_cull_result, MAX_INSTANCE_CULL); light_cull_count = 0; reflection_probe_cull_count = 0; @@ -1731,7 +1800,7 @@ void VisualServerScene::_render_scene(const Transform p_cam_transform, const Cam /* STEP 4 - REMOVE FURTHER CULLED OBJECTS, ADD LIGHTS */ - for (int i = 0; i < cull_count; i++) { + for (int i = 0; i < instance_cull_count; i++) { Instance *ins = instance_cull_result[i]; @@ -1857,8 +1926,8 @@ void VisualServerScene::_render_scene(const Transform p_cam_transform, const Cam if (!keep) { // remove, no reason to keep - cull_count--; - SWAP(instance_cull_result[i], instance_cull_result[cull_count]); + instance_cull_count--; + SWAP(instance_cull_result[i], instance_cull_result[instance_cull_count]); i--; ins->last_render_pass = 0; // make invalid } else { @@ -1870,7 +1939,7 @@ void VisualServerScene::_render_scene(const Transform p_cam_transform, const Cam /* STEP 5 - PROCESS LIGHTS */ RID *directional_light_ptr = &light_instance_cull_result[light_cull_count]; - int directional_light_count = 0; + directional_light_count = 0; // directional lights { @@ -2007,6 +2076,11 @@ void VisualServerScene::_render_scene(const Transform p_cam_transform, const Cam } } } +} + +void VisualServerScene::_render_scene(const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_force_environment, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass) { + + Scenario *scenario = scenario_owner.getornull(p_scenario); /* ENVIRONMENT */ @@ -2018,9 +2092,9 @@ void VisualServerScene::_render_scene(const Transform p_cam_transform, const Cam else environment = scenario->fallback_environment; - /* STEP 6 - PROCESS GEOMETRY AND DRAW SCENE*/ + /* PROCESS GEOMETRY AND DRAW SCENE */ - VSG::scene_render->render_scene(p_cam_transform, p_cam_projection, p_cam_orthogonal, (RasterizerScene::InstanceBase **)instance_cull_result, cull_count, light_instance_cull_result, light_cull_count + directional_light_count, reflection_probe_instance_cull_result, reflection_probe_cull_count, environment, p_shadow_atlas, scenario->reflection_atlas, p_reflection_probe, p_reflection_probe_pass); + VSG::scene_render->render_scene(p_cam_transform, p_cam_projection, p_cam_orthogonal, (RasterizerScene::InstanceBase **)instance_cull_result, instance_cull_count, light_instance_cull_result, light_cull_count + directional_light_count, reflection_probe_instance_cull_result, reflection_probe_cull_count, environment, p_shadow_atlas, scenario->reflection_atlas, p_reflection_probe, p_reflection_probe_pass); } void VisualServerScene::render_empty_scene(RID p_scenario, RID p_shadow_atlas) { @@ -2093,7 +2167,8 @@ bool VisualServerScene::_render_reflection_probe_step(Instance *p_instance, int shadow_atlas = scenario->reflection_probe_shadow_atlas; } - _render_scene(xform, cm, false, RID(), VSG::storage->reflection_probe_get_cull_mask(p_instance->base), p_instance->scenario->self, shadow_atlas, reflection_probe->instance, p_step); + _prepare_scene(xform, cm, false, RID(), VSG::storage->reflection_probe_get_cull_mask(p_instance->base), p_instance->scenario->self, shadow_atlas, reflection_probe->instance); + _render_scene(xform, cm, false, RID(), p_instance->scenario->self, shadow_atlas, reflection_probe->instance, p_step); } else { //do roughness postprocess step until it believes it's done diff --git a/servers/visual/visual_server_scene.h b/servers/visual/visual_server_scene.h index 109cdf711cc..12d732724a5 100644 --- a/servers/visual/visual_server_scene.h +++ b/servers/visual/visual_server_scene.h @@ -434,11 +434,13 @@ public: } }; + int instance_cull_count; Instance *instance_cull_result[MAX_INSTANCE_CULL]; Instance *instance_shadow_cull_result[MAX_INSTANCE_CULL]; //used for generating shadowmaps Instance *light_cull_result[MAX_LIGHTS_CULLED]; RID light_instance_cull_result[MAX_LIGHTS_CULLED]; int light_cull_count; + int directional_light_count; RID reflection_probe_instance_cull_result[MAX_REFLECTION_PROBES_CULLED]; int reflection_probe_cull_count; @@ -483,7 +485,8 @@ public: _FORCE_INLINE_ void _light_instance_update_shadow(Instance *p_instance, const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_shadow_atlas, Scenario *p_scenario); - void _render_scene(const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_force_environment, uint32_t p_visible_layers, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass); + void _prepare_scene(const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_force_environment, uint32_t p_visible_layers, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe); + void _render_scene(const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_force_environment, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass); void render_empty_scene(RID p_scenario, RID p_shadow_atlas); void render_camera(RID p_camera, RID p_scenario, Size2 p_viewport_size, RID p_shadow_atlas);