diff --git a/interface/src/Application.cpp b/interface/src/Application.cpp index ae84491097..bbdae9218b 100644 --- a/interface/src/Application.cpp +++ b/interface/src/Application.cpp @@ -5179,6 +5179,78 @@ void Application::updateDialogs(float deltaTime) const { } } +void Application::updateSecondaryCameraViewFrustum() { + // TODO: Fix this by modeling the way the secondary camera works on how the main camera works + // ie. Use a camera object stored in the game logic and informs the Engine on where the secondary + // camera should be. + + // Code based on SecondaryCameraJob + auto renderConfig = _renderEngine->getConfiguration(); + assert(renderConfig); + auto camera = dynamic_cast(renderConfig->getConfig("SecondaryCamera")); + assert(camera); + + if (!camera->isEnabled()) { + _hasSecondaryViewFrustum = false; + return; + } + + if (camera->mirrorProjection && !camera->attachedEntityId.isNull()) { + auto entityScriptingInterface = DependencyManager::get(); + auto entityProperties = entityScriptingInterface->getEntityProperties(camera->attachedEntityId); + glm::vec3 mirrorPropertiesPosition = entityProperties.getPosition(); + glm::quat mirrorPropertiesRotation = entityProperties.getRotation(); + glm::vec3 mirrorPropertiesDimensions = entityProperties.getDimensions(); + glm::vec3 halfMirrorPropertiesDimensions = 0.5f * mirrorPropertiesDimensions; + + // setup mirror from world as inverse of world from mirror transformation using inverted x and z for mirrored image + // TODO: we are assuming here that UP is world y-axis + glm::mat4 worldFromMirrorRotation = glm::mat4_cast(mirrorPropertiesRotation) * glm::scale(vec3(-1.0f, 1.0f, -1.0f)); + glm::mat4 worldFromMirrorTranslation = glm::translate(mirrorPropertiesPosition); + glm::mat4 worldFromMirror = worldFromMirrorTranslation * worldFromMirrorRotation; + glm::mat4 mirrorFromWorld = glm::inverse(worldFromMirror); + + // get mirror camera position by reflecting main camera position's z coordinate in mirror space + glm::vec3 mainCameraPositionWorld = getCamera().getPosition(); + glm::vec3 mainCameraPositionMirror = vec3(mirrorFromWorld * vec4(mainCameraPositionWorld, 1.0f)); + glm::vec3 mirrorCameraPositionMirror = vec3(mainCameraPositionMirror.x, mainCameraPositionMirror.y, + -mainCameraPositionMirror.z); + glm::vec3 mirrorCameraPositionWorld = vec3(worldFromMirror * vec4(mirrorCameraPositionMirror, 1.0f)); + + // set frustum position to be mirrored camera and set orientation to mirror's adjusted rotation + glm::quat mirrorCameraOrientation = glm::quat_cast(worldFromMirrorRotation); + _secondaryViewFrustum.setPosition(mirrorCameraPositionWorld); + _secondaryViewFrustum.setOrientation(mirrorCameraOrientation); + + // build frustum using mirror space translation of mirrored camera + float nearClip = mirrorCameraPositionMirror.z + mirrorPropertiesDimensions.z * 2.0f; + glm::vec3 upperRight = halfMirrorPropertiesDimensions - mirrorCameraPositionMirror; + glm::vec3 bottomLeft = -halfMirrorPropertiesDimensions - mirrorCameraPositionMirror; + glm::mat4 frustum = glm::frustum(bottomLeft.x, upperRight.x, bottomLeft.y, upperRight.y, nearClip, camera->farClipPlaneDistance); + _secondaryViewFrustum.setProjection(frustum); + } else { + if (!camera->attachedEntityId.isNull()) { + auto entityScriptingInterface = DependencyManager::get(); + auto entityProperties = entityScriptingInterface->getEntityProperties(camera->attachedEntityId); + _secondaryViewFrustum.setPosition(entityProperties.getPosition()); + _secondaryViewFrustum.setOrientation(entityProperties.getRotation()); + } else { + _secondaryViewFrustum.setPosition(camera->position); + _secondaryViewFrustum.setOrientation(camera->orientation); + } + + float aspectRatio = (float)camera->textureWidth / (float)camera->textureHeight; + _secondaryViewFrustum.setProjection(camera->vFoV, + aspectRatio, + camera->nearClipPlaneDistance, + camera->farClipPlaneDistance); + } + // Without calculating the bound planes, the secondary camera will use the same culling frustum as the main camera, + // which is not what we want here. + _secondaryViewFrustum.calculate(); + _hasSecondaryViewFrustum = true; +} + static bool domainLoadingInProgress = false; void Application::update(float deltaTime) { @@ -5533,28 +5605,10 @@ void Application::update(float deltaTime) { QMutexLocker viewLocker(&_viewMutex); _myCamera.loadViewFrustum(_viewFrustum); - // TODO: Fix this by modeling the way the secondary camera works on how the main camera works // ie. Use a camera object stored in the game logic and informs the Engine on where the secondary // camera should be. - auto renderConfig = _renderEngine->getConfiguration(); - assert(renderConfig); - auto secondaryCamera = dynamic_cast(renderConfig->getConfig("SecondaryCamera")); - assert(secondaryCamera); - - if (secondaryCamera->isEnabled()) { - _secondaryViewFrustum.setPosition(secondaryCamera->position); - _secondaryViewFrustum.setOrientation(secondaryCamera->orientation); - _secondaryViewFrustum.setProjection(secondaryCamera->vFoV, - secondaryCamera->textureWidth / secondaryCamera->textureHeight, - secondaryCamera->nearClipPlaneDistance, - secondaryCamera->farClipPlaneDistance); - _secondaryViewFrustum.calculate(); - _hasSecondaryViewFrustum = true; - } else { - _hasSecondaryViewFrustum = false; - } - + updateSecondaryCameraViewFrustum(); } quint64 now = usecTimestampNow(); diff --git a/interface/src/Application.h b/interface/src/Application.h index 043a9b52ab..f31ca6547e 100644 --- a/interface/src/Application.h +++ b/interface/src/Application.h @@ -149,6 +149,8 @@ public: void initializeRenderEngine(); void initializeUi(); + void updateSecondaryCameraViewFrustum(); + void updateCamera(RenderArgs& renderArgs, float deltaTime); void paintGL(); void resizeGL();