Fixing the lighting issue in stereo

This commit is contained in:
samcake 2016-03-15 14:35:43 -07:00
parent a779381230
commit f3daa9e1c5
4 changed files with 9 additions and 9 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

@ -79,7 +79,7 @@ const Backend::TransformCamera& Backend::TransformCamera::recomputeDerived(const
// 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 wekll forom the xform
// Genetrate the "_view" matrix as well from the xform
xformView.getMatrix(_viewInverse);
_view = glm::inverse(_viewInverse);
@ -98,6 +98,7 @@ Backend::TransformCamera Backend::TransformCamera::getEyeCamera(int eye, const S
// 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(xformView);
result.recomputeDerived(offsetTransform);
return result;
}

View file

@ -99,12 +99,8 @@ TransformObject getTransformObject() {
{ // transformModelToEyeAndClipPos
vec4 eyeWAPos;
<$transformModelToEyeWorldAlignedPos($cameraTransform$, $objectTransform$, $modelPos$, eyeWAPos)$>
<$clipPos$> = <$cameraTransform$>._projectionViewUntranslated * eyeWAPos;
vec4 _worldpos = (<$objectTransform$>._model * <$modelPos$>);
<$eyePos$> = (<$cameraTransform$>._view * _worldpos);
<! // FIXME: We should be able to do that:
<$eyePos$> = vec4((<$cameraTransform$>._view * vec4(eyeWAPos.xyz, 0.0)).xyz, 1.0); !>
<$eyePos$> = vec4((<$cameraTransform$>._view * vec4(eyeWAPos.xyz, 0.0)).xyz, 1.0);
}
<@endfunc@>

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);