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Fixing the lighting issue in stereo
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a779381230
commit
f3daa9e1c5
4 changed files with 9 additions and 9 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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@ -79,7 +79,7 @@ const Backend::TransformCamera& Backend::TransformCamera::recomputeDerived(const
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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 wekll forom the xform
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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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@ -98,6 +98,7 @@ Backend::TransformCamera Backend::TransformCamera::getEyeCamera(int eye, const S
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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(xformView);
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result.recomputeDerived(offsetTransform);
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return result;
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}
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@ -99,12 +99,8 @@ TransformObject getTransformObject() {
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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$>._projectionViewUntranslated * eyeWAPos;
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vec4 _worldpos = (<$objectTransform$>._model * <$modelPos$>);
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<$eyePos$> = (<$cameraTransform$>._view * _worldpos);
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<! // FIXME: We should be able to do that:
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<$eyePos$> = vec4((<$cameraTransform$>._view * vec4(eyeWAPos.xyz, 0.0)).xyz, 1.0); !>
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<$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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@ -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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