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Merge pull request #7339 from samcake/red
Less jittering at far distance
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commit
870677a223
6 changed files with 54 additions and 38 deletions
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@ -125,7 +125,8 @@ void main(void) {
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vec4 quadPos = radius * UNIT_QUAD[twoTriID];
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vec4 anchorPoint;
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<$transformModelToEyePos(cam, obj, inPosition, anchorPoint)$>
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vec4 _inPosition = vec4(inPosition, 1.0);
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<$transformModelToEyePos(cam, obj, _inPosition, anchorPoint)$>
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vec4 eyePos = anchorPoint + quadPos;
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<$transformEyeToClipPos(cam, eyePos, gl_Position)$>
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@ -74,9 +74,14 @@ void Context::downloadFramebuffer(const FramebufferPointer& srcFramebuffer, cons
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_backend->downloadFramebuffer(srcFramebuffer, region, destImage);
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}
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const Backend::TransformCamera& Backend::TransformCamera::recomputeDerived() const {
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const Backend::TransformCamera& Backend::TransformCamera::recomputeDerived(const Transform& xformView) const {
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_projectionInverse = glm::inverse(_projection);
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_viewInverse = glm::inverse(_view);
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// Get the viewEyeToWorld matrix form the transformView as passed to the gpu::Batch
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// this is the "_viewInverse" fed to the shader
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// Genetrate the "_view" matrix as well from the xform
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xformView.getMatrix(_viewInverse);
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_view = glm::inverse(_viewInverse);
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Mat4 viewUntranslated = _view;
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viewUntranslated[3] = Vec4(0.0f, 0.0f, 0.0f, 1.0f);
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@ -84,16 +89,16 @@ const Backend::TransformCamera& Backend::TransformCamera::recomputeDerived() con
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return *this;
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}
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Backend::TransformCamera Backend::TransformCamera::getEyeCamera(int eye, const StereoState& _stereo) const {
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Backend::TransformCamera Backend::TransformCamera::getEyeCamera(int eye, const StereoState& _stereo, const Transform& xformView) const {
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TransformCamera result = *this;
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Transform offsetTransform = xformView;
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if (!_stereo._skybox) {
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result._view = _stereo._eyeViews[eye] * result._view;
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offsetTransform.postTranslate(-Vec3(_stereo._eyeViews[eye][3]));
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} else {
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glm::mat4 skyboxView = _stereo._eyeViews[eye];
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skyboxView[3] = vec4(0, 0, 0, 1);
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result._view = skyboxView * result._view;
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// FIXME: If "skybox" the ipd is set to 0 for now, let s try to propose a better solution for this in the future
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}
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result._projection = _stereo._eyeProjections[eye];
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result.recomputeDerived();
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result.recomputeDerived(offsetTransform);
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return result;
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}
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@ -79,15 +79,15 @@ public:
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// UBO class... layout MUST match the layout in TransformCamera.slh
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class TransformCamera {
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public:
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Mat4 _view;
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mutable Mat4 _view;
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mutable Mat4 _viewInverse;
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mutable Mat4 _projectionViewUntranslated;
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Mat4 _projection;
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mutable Mat4 _projectionInverse;
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Vec4 _viewport; // Public value is int but float in the shader to stay in floats for all the transform computations.
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const Backend::TransformCamera& recomputeDerived() const;
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TransformCamera getEyeCamera(int eye, const StereoState& stereo) const;
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const Backend::TransformCamera& recomputeDerived(const Transform& xformView) const;
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TransformCamera getEyeCamera(int eye, const StereoState& stereo, const Transform& xformView) const;
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};
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@ -105,6 +105,7 @@ void GLBackend::TransformStageState::preUpdate(size_t commandIndex, const Stereo
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}
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if (_invalidView) {
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// This is when the _view matrix gets assigned
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_view.getInverseMatrix(_camera._view);
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}
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@ -113,11 +114,11 @@ void GLBackend::TransformStageState::preUpdate(size_t commandIndex, const Stereo
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if (stereo._enable) {
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_cameraOffsets.push_back(TransformStageState::Pair(commandIndex, offset));
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for (int i = 0; i < 2; ++i) {
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_cameras.push_back(_camera.getEyeCamera(i, stereo));
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_cameras.push_back(_camera.getEyeCamera(i, stereo, _view));
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}
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} else {
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_cameraOffsets.push_back(TransformStageState::Pair(commandIndex, offset));
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_cameras.push_back(_camera.recomputeDerived());
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_cameras.push_back(_camera.recomputeDerived(_view));
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}
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}
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@ -76,24 +76,39 @@ TransformObject getTransformObject() {
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<$viewport$> = <$cameraTransform$>._viewport;
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<@endfunc@>
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<@func transformModelToClipPos(cameraTransform, objectTransform, modelPos, clipPos)@>
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<!// Equivalent to the following but hoppefully a tad more accurate
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//return camera._projection * camera._view * object._model * pos; !>
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{ // transformModelToClipPos
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vec4 _eyepos = (<$objectTransform$>._model * <$modelPos$>) + vec4(-<$modelPos$>.w * <$cameraTransform$>._viewInverse[3].xyz, 0.0);
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<$clipPos$> = <$cameraTransform$>._projectionViewUntranslated * _eyepos;
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<@func transformModelToEyeWorldAlignedPos(cameraTransform, objectTransform, modelPos, eyeWorldAlignedPos)@>
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<!// Bring the model pos in the world aligned space centered on the eye axis !>
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{ // _transformModelToEyeWorldAlignedPos
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highp mat4 _mv = <$objectTransform$>._model;
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_mv[3].xyz -= <$cameraTransform$>._viewInverse[3].xyz;
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highp vec4 _eyeWApos = (_mv * <$modelPos$>);
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<$eyeWorldAlignedPos$> = _eyeWApos;
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}
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<@endfunc@>
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<@func $transformModelToEyeAndClipPos(cameraTransform, objectTransform, modelPos, eyePos, clipPos)@>
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<!// Equivalent to the following but hoppefully a tad more accurate
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//return camera._projection * camera._view * object._model * pos; !>
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<@func transformModelToClipPos(cameraTransform, objectTransform, modelPos, clipPos)@>
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{ // transformModelToClipPos
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vec4 _worldpos = (<$objectTransform$>._model * <$modelPos$>);
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<$eyePos$> = (<$cameraTransform$>._view * _worldpos);
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vec4 _eyepos =(<$objectTransform$>._model * <$modelPos$>) + vec4(-<$modelPos$>.w * <$cameraTransform$>._viewInverse[3].xyz, 0.0);
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<$clipPos$> = <$cameraTransform$>._projectionViewUntranslated * _eyepos;
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// <$eyePos$> = (<$cameraTransform$>._projectionInverse * <$clipPos$>);
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vec4 eyeWAPos;
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<$transformModelToEyeWorldAlignedPos($cameraTransform$, $objectTransform$, $modelPos$, eyeWAPos)$>
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<$clipPos$> = <$cameraTransform$>._projectionViewUntranslated * eyeWAPos;
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}
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<@endfunc@>
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<@func transformModelToEyeAndClipPos(cameraTransform, objectTransform, modelPos, eyePos, clipPos)@>
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{ // transformModelToEyeAndClipPos
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vec4 eyeWAPos;
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<$transformModelToEyeWorldAlignedPos($cameraTransform$, $objectTransform$, $modelPos$, eyeWAPos)$>
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<$clipPos$> = <$cameraTransform$>._projectionViewUntranslated * eyeWAPos;
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<$eyePos$> = vec4((<$cameraTransform$>._view * vec4(eyeWAPos.xyz, 0.0)).xyz, 1.0);
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}
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<@endfunc@>
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<@func transformModelToEyePos(cameraTransform, objectTransform, modelPos, eyePos)@>
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{ // transformModelToEyePos
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vec4 eyeWAPos;
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<$transformModelToEyeWorldAlignedPos($cameraTransform$, $objectTransform$, $modelPos$, eyeWAPos)$>
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<$eyePos$> = vec4((<$cameraTransform$>._view * vec4(eyeWAPos.xyz, 0.0)).xyz, 1.0);
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}
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<@endfunc@>
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@ -103,6 +118,7 @@ TransformObject getTransformObject() {
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}
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<@endfunc@>
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<@func transformModelToEyeDir(cameraTransform, objectTransform, modelDir, eyeDir)@>
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{ // transformModelToEyeDir
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vec3 mr0 = vec3(<$objectTransform$>._modelInverse[0].x, <$objectTransform$>._modelInverse[1].x, <$objectTransform$>._modelInverse[2].x);
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@ -129,15 +145,6 @@ TransformObject getTransformObject() {
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}
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<@endfunc@>
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<@func $transformModelToEyePos(cameraTransform, objectTransform, modelPos, eyePos)@>
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<!// Equivalent to the following but hoppefully a tad more accurate
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//return camera._view * object._model * pos; !>
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{ // transformModelToEyePos
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vec4 _worldpos = (<$objectTransform$>._model * vec4(<$modelPos$>.xyz, 1.0));
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<$eyePos$> = (<$cameraTransform$>._view * _worldpos);
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}
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<@endfunc@>
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<@func transformEyeToClipPos(cameraTransform, eyePos, clipPos)@>
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{ // transformEyeToClipPos
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<$clipPos$> = <$cameraTransform$>._projection * vec4(<$eyePos$>.xyz, 1.0);
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@ -264,7 +264,9 @@ void DeferredLightingEffect::render(const render::RenderContextPointer& renderCo
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deferredTransforms[i].projection = projMats[i];
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auto sideViewMat = monoViewMat * glm::inverse(eyeViews[i]);
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viewTransforms[i].evalFromRawMatrix(sideViewMat);
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// viewTransforms[i].evalFromRawMatrix(sideViewMat);
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viewTransforms[i] = monoViewTransform;
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viewTransforms[i].postTranslate(-glm::vec3((eyeViews[i][3])));// evalFromRawMatrix(sideViewMat);
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deferredTransforms[i].viewInverse = sideViewMat;
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deferredTransforms[i].stereoSide = (i == 0 ? -1.0f : 1.0f);
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