Merge pull request #7339 from samcake/red

Less jittering at far distance
This commit is contained in:
Brad Hefta-Gaub 2016-03-15 15:39:33 -07:00
commit 870677a223
6 changed files with 54 additions and 38 deletions

View file

@ -125,7 +125,8 @@ void main(void) {
vec4 quadPos = radius * UNIT_QUAD[twoTriID];
vec4 anchorPoint;
<$transformModelToEyePos(cam, obj, inPosition, anchorPoint)$>
vec4 _inPosition = vec4(inPosition, 1.0);
<$transformModelToEyePos(cam, obj, _inPosition, anchorPoint)$>
vec4 eyePos = anchorPoint + quadPos;
<$transformEyeToClipPos(cam, eyePos, gl_Position)$>

View file

@ -74,9 +74,14 @@ void Context::downloadFramebuffer(const FramebufferPointer& srcFramebuffer, cons
_backend->downloadFramebuffer(srcFramebuffer, region, destImage);
}
const Backend::TransformCamera& Backend::TransformCamera::recomputeDerived() const {
const Backend::TransformCamera& Backend::TransformCamera::recomputeDerived(const Transform& xformView) const {
_projectionInverse = glm::inverse(_projection);
_viewInverse = glm::inverse(_view);
// Get the viewEyeToWorld matrix form the transformView as passed to the gpu::Batch
// this is the "_viewInverse" fed to the shader
// Genetrate the "_view" matrix as well from the xform
xformView.getMatrix(_viewInverse);
_view = glm::inverse(_viewInverse);
Mat4 viewUntranslated = _view;
viewUntranslated[3] = Vec4(0.0f, 0.0f, 0.0f, 1.0f);
@ -84,16 +89,16 @@ const Backend::TransformCamera& Backend::TransformCamera::recomputeDerived() con
return *this;
}
Backend::TransformCamera Backend::TransformCamera::getEyeCamera(int eye, const StereoState& _stereo) const {
Backend::TransformCamera Backend::TransformCamera::getEyeCamera(int eye, const StereoState& _stereo, const Transform& xformView) const {
TransformCamera result = *this;
Transform offsetTransform = xformView;
if (!_stereo._skybox) {
result._view = _stereo._eyeViews[eye] * result._view;
offsetTransform.postTranslate(-Vec3(_stereo._eyeViews[eye][3]));
} else {
glm::mat4 skyboxView = _stereo._eyeViews[eye];
skyboxView[3] = vec4(0, 0, 0, 1);
result._view = skyboxView * result._view;
// FIXME: If "skybox" the ipd is set to 0 for now, let s try to propose a better solution for this in the future
}
result._projection = _stereo._eyeProjections[eye];
result.recomputeDerived();
result.recomputeDerived(offsetTransform);
return result;
}

View file

@ -79,15 +79,15 @@ public:
// UBO class... layout MUST match the layout in TransformCamera.slh
class TransformCamera {
public:
Mat4 _view;
mutable Mat4 _view;
mutable Mat4 _viewInverse;
mutable Mat4 _projectionViewUntranslated;
Mat4 _projection;
mutable Mat4 _projectionInverse;
Vec4 _viewport; // Public value is int but float in the shader to stay in floats for all the transform computations.
const Backend::TransformCamera& recomputeDerived() const;
TransformCamera getEyeCamera(int eye, const StereoState& stereo) const;
const Backend::TransformCamera& recomputeDerived(const Transform& xformView) const;
TransformCamera getEyeCamera(int eye, const StereoState& stereo, const Transform& xformView) const;
};

View file

@ -105,6 +105,7 @@ void GLBackend::TransformStageState::preUpdate(size_t commandIndex, const Stereo
}
if (_invalidView) {
// This is when the _view matrix gets assigned
_view.getInverseMatrix(_camera._view);
}
@ -113,11 +114,11 @@ void GLBackend::TransformStageState::preUpdate(size_t commandIndex, const Stereo
if (stereo._enable) {
_cameraOffsets.push_back(TransformStageState::Pair(commandIndex, offset));
for (int i = 0; i < 2; ++i) {
_cameras.push_back(_camera.getEyeCamera(i, stereo));
_cameras.push_back(_camera.getEyeCamera(i, stereo, _view));
}
} else {
_cameraOffsets.push_back(TransformStageState::Pair(commandIndex, offset));
_cameras.push_back(_camera.recomputeDerived());
_cameras.push_back(_camera.recomputeDerived(_view));
}
}

View file

@ -76,24 +76,39 @@ TransformObject getTransformObject() {
<$viewport$> = <$cameraTransform$>._viewport;
<@endfunc@>
<@func transformModelToClipPos(cameraTransform, objectTransform, modelPos, clipPos)@>
<!// Equivalent to the following but hoppefully a tad more accurate
//return camera._projection * camera._view * object._model * pos; !>
{ // transformModelToClipPos
vec4 _eyepos = (<$objectTransform$>._model * <$modelPos$>) + vec4(-<$modelPos$>.w * <$cameraTransform$>._viewInverse[3].xyz, 0.0);
<$clipPos$> = <$cameraTransform$>._projectionViewUntranslated * _eyepos;
<@func transformModelToEyeWorldAlignedPos(cameraTransform, objectTransform, modelPos, eyeWorldAlignedPos)@>
<!// Bring the model pos in the world aligned space centered on the eye axis !>
{ // _transformModelToEyeWorldAlignedPos
highp mat4 _mv = <$objectTransform$>._model;
_mv[3].xyz -= <$cameraTransform$>._viewInverse[3].xyz;
highp vec4 _eyeWApos = (_mv * <$modelPos$>);
<$eyeWorldAlignedPos$> = _eyeWApos;
}
<@endfunc@>
<@func $transformModelToEyeAndClipPos(cameraTransform, objectTransform, modelPos, eyePos, clipPos)@>
<!// Equivalent to the following but hoppefully a tad more accurate
//return camera._projection * camera._view * object._model * pos; !>
<@func transformModelToClipPos(cameraTransform, objectTransform, modelPos, clipPos)@>
{ // transformModelToClipPos
vec4 _worldpos = (<$objectTransform$>._model * <$modelPos$>);
<$eyePos$> = (<$cameraTransform$>._view * _worldpos);
vec4 _eyepos =(<$objectTransform$>._model * <$modelPos$>) + vec4(-<$modelPos$>.w * <$cameraTransform$>._viewInverse[3].xyz, 0.0);
<$clipPos$> = <$cameraTransform$>._projectionViewUntranslated * _eyepos;
// <$eyePos$> = (<$cameraTransform$>._projectionInverse * <$clipPos$>);
vec4 eyeWAPos;
<$transformModelToEyeWorldAlignedPos($cameraTransform$, $objectTransform$, $modelPos$, eyeWAPos)$>
<$clipPos$> = <$cameraTransform$>._projectionViewUntranslated * eyeWAPos;
}
<@endfunc@>
<@func transformModelToEyeAndClipPos(cameraTransform, objectTransform, modelPos, eyePos, clipPos)@>
{ // transformModelToEyeAndClipPos
vec4 eyeWAPos;
<$transformModelToEyeWorldAlignedPos($cameraTransform$, $objectTransform$, $modelPos$, eyeWAPos)$>
<$clipPos$> = <$cameraTransform$>._projectionViewUntranslated * eyeWAPos;
<$eyePos$> = vec4((<$cameraTransform$>._view * vec4(eyeWAPos.xyz, 0.0)).xyz, 1.0);
}
<@endfunc@>
<@func transformModelToEyePos(cameraTransform, objectTransform, modelPos, eyePos)@>
{ // transformModelToEyePos
vec4 eyeWAPos;
<$transformModelToEyeWorldAlignedPos($cameraTransform$, $objectTransform$, $modelPos$, eyeWAPos)$>
<$eyePos$> = vec4((<$cameraTransform$>._view * vec4(eyeWAPos.xyz, 0.0)).xyz, 1.0);
}
<@endfunc@>
@ -103,6 +118,7 @@ TransformObject getTransformObject() {
}
<@endfunc@>
<@func transformModelToEyeDir(cameraTransform, objectTransform, modelDir, eyeDir)@>
{ // transformModelToEyeDir
vec3 mr0 = vec3(<$objectTransform$>._modelInverse[0].x, <$objectTransform$>._modelInverse[1].x, <$objectTransform$>._modelInverse[2].x);
@ -129,15 +145,6 @@ TransformObject getTransformObject() {
}
<@endfunc@>
<@func $transformModelToEyePos(cameraTransform, objectTransform, modelPos, eyePos)@>
<!// Equivalent to the following but hoppefully a tad more accurate
//return camera._view * object._model * pos; !>
{ // transformModelToEyePos
vec4 _worldpos = (<$objectTransform$>._model * vec4(<$modelPos$>.xyz, 1.0));
<$eyePos$> = (<$cameraTransform$>._view * _worldpos);
}
<@endfunc@>
<@func transformEyeToClipPos(cameraTransform, eyePos, clipPos)@>
{ // transformEyeToClipPos
<$clipPos$> = <$cameraTransform$>._projection * vec4(<$eyePos$>.xyz, 1.0);

View file

@ -264,7 +264,9 @@ void DeferredLightingEffect::render(const render::RenderContextPointer& renderCo
deferredTransforms[i].projection = projMats[i];
auto sideViewMat = monoViewMat * glm::inverse(eyeViews[i]);
viewTransforms[i].evalFromRawMatrix(sideViewMat);
// viewTransforms[i].evalFromRawMatrix(sideViewMat);
viewTransforms[i] = monoViewTransform;
viewTransforms[i].postTranslate(-glm::vec3((eyeViews[i][3])));// evalFromRawMatrix(sideViewMat);
deferredTransforms[i].viewInverse = sideViewMat;
deferredTransforms[i].stereoSide = (i == 0 ? -1.0f : 1.0f);