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https://github.com/overte-org/overte.git
synced 2025-04-20 04:44:11 +02:00
Fixing differing highlights between left and right eyes in stereo modes
This commit is contained in:
parent
d189fb932f
commit
1bb15e28d6
5 changed files with 106 additions and 72 deletions
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@ -44,6 +44,10 @@ void Context::enableStereo(bool enable) {
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_backend->enableStereo(enable);
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}
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bool Context::isStereo() {
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return _backend->isStereo();
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}
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void Context::setStereoProjections(const mat4 eyeProjections[2]) {
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_backend->setStereoProjections(eyeProjections);
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}
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@ -45,6 +45,10 @@ public:
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_stereo._enable = enable;
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}
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virtual bool isStereo() {
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return _stereo._enable;
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}
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void setStereoProjections(const mat4 eyeProjections[2]) {
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for (int i = 0; i < 2; ++i) {
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_stereo._eyeProjections[i] = eyeProjections[i];
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@ -169,6 +173,7 @@ public:
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void render(Batch& batch);
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void enableStereo(bool enable = true);
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bool isStereo();
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void setStereoProjections(const mat4 eyeProjections[2]);
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void setStereoViews(const mat4 eyeViews[2]);
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void syncCache();
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@ -11,6 +11,8 @@
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<@if not DEFERRED_BUFFER_SLH@>
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<@def DEFERRED_BUFFER_SLH@>
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uniform bool stereoMode = false;
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// the diffuse texture
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uniform sampler2D diffuseMap;
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@ -55,6 +57,12 @@ DeferredFragment unpackDeferredFragment(vec2 texcoord) {
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frag.diffuseVal = texture(diffuseMap, texcoord);
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frag.specularVal = texture(specularMap, texcoord);
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if (stereoMode) {
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if (texcoord.x > 0.5) {
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texcoord.x -= 0.5;
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}
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texcoord.x *= 2.0;
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}
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// compute the view space position using the depth
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float z = near / (frag.depthVal * depthScale - 1.0);
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frag.position = vec4((depthTexCoordOffset + texcoord * depthTexCoordScale) * z, z, 1.0);
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@ -50,6 +50,26 @@
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static const std::string glowIntensityShaderHandle = "glowIntensity";
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struct LightLocations {
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int shadowDistances;
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int shadowScale;
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int nearLocation;
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int depthScale;
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int depthTexCoordOffset;
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int depthTexCoordScale;
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int radius;
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int ambientSphere;
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int lightBufferUnit;
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int atmosphereBufferUnit;
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int invViewMat;
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int texcoordMat;
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int coneParam;
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int stereo;
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};
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static void loadLightProgram(const char* vertSource, const char* fragSource, bool lightVolume, gpu::PipelinePointer& program, LightLocationsPtr& locations);
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gpu::PipelinePointer DeferredLightingEffect::getPipeline(SimpleProgramKey config) {
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auto it = _simplePrograms.find(config);
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if (it != _simplePrograms.end()) {
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@ -91,6 +111,18 @@ void DeferredLightingEffect::init(AbstractViewStateInterface* viewState) {
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gpu::Shader::makeProgram(*_emissiveShader, slotBindings);
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_viewState = viewState;
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_directionalLightLocations = std::make_shared<LightLocations>();
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_directionalLightShadowMapLocations = std::make_shared<LightLocations>();
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_directionalLightCascadedShadowMapLocations = std::make_shared<LightLocations>();
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_directionalAmbientSphereLightLocations = std::make_shared<LightLocations>();
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_directionalAmbientSphereLightShadowMapLocations = std::make_shared<LightLocations>();
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_directionalAmbientSphereLightCascadedShadowMapLocations = std::make_shared<LightLocations>();
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_directionalSkyboxLightLocations = std::make_shared<LightLocations>();
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_directionalSkyboxLightShadowMapLocations = std::make_shared<LightLocations>();
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_directionalSkyboxLightCascadedShadowMapLocations = std::make_shared<LightLocations>();
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_pointLightLocations = std::make_shared<LightLocations>();
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_spotLightLocations = std::make_shared<LightLocations>();
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loadLightProgram(deferred_light_vert, directional_light_frag, false, _directionalLight, _directionalLightLocations);
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loadLightProgram(deferred_light_vert, directional_light_shadow_map_frag, false, _directionalLightShadowMap,
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_directionalLightShadowMapLocations);
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@ -282,7 +314,7 @@ void DeferredLightingEffect::render(RenderArgs* args) {
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invViewMat = args->_viewFrustum->getView();
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auto& program = _directionalLight;
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const LightLocations* locations = &_directionalLightLocations;
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LightLocationsPtr locations = _directionalLightLocations;
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// FIXME: Note: we've removed the menu items to enable shadows, so this will always be false for now.
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// When we add back shadow support, this old approach may likely be removed and completely replaced
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@ -294,16 +326,16 @@ void DeferredLightingEffect::render(RenderArgs* args) {
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batch.setResourceTexture(4, framebufferCache->getShadowFramebuffer()->getDepthStencilBuffer());
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program = _directionalLightShadowMap;
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locations = &_directionalLightShadowMapLocations;
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locations = _directionalLightShadowMapLocations;
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if (cascadeShadowsEnabled) {
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program = _directionalLightCascadedShadowMap;
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locations = &_directionalLightCascadedShadowMapLocations;
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locations = _directionalLightCascadedShadowMapLocations;
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if (useSkyboxCubemap) {
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program = _directionalSkyboxLightCascadedShadowMap;
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locations = &_directionalSkyboxLightCascadedShadowMapLocations;
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locations = _directionalSkyboxLightCascadedShadowMapLocations;
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} else if (_ambientLightMode > -1) {
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program = _directionalAmbientSphereLightCascadedShadowMap;
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locations = &_directionalAmbientSphereLightCascadedShadowMapLocations;
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locations = _directionalAmbientSphereLightCascadedShadowMapLocations;
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}
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batch.setPipeline(program);
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batch._glUniform3fv(locations->shadowDistances, 1, (const float*) &_viewState->getShadowDistances());
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@ -311,10 +343,10 @@ void DeferredLightingEffect::render(RenderArgs* args) {
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} else {
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if (useSkyboxCubemap) {
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program = _directionalSkyboxLightShadowMap;
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locations = &_directionalSkyboxLightShadowMapLocations;
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locations = _directionalSkyboxLightShadowMapLocations;
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} else if (_ambientLightMode > -1) {
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program = _directionalAmbientSphereLightShadowMap;
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locations = &_directionalAmbientSphereLightShadowMapLocations;
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locations = _directionalAmbientSphereLightShadowMapLocations;
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}
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batch.setPipeline(program);
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}
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@ -323,10 +355,10 @@ void DeferredLightingEffect::render(RenderArgs* args) {
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} else {
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if (useSkyboxCubemap) {
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program = _directionalSkyboxLight;
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locations = &_directionalSkyboxLightLocations;
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locations = _directionalSkyboxLightLocations;
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} else if (_ambientLightMode > -1) {
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program = _directionalAmbientSphereLight;
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locations = &_directionalAmbientSphereLightLocations;
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locations = _directionalAmbientSphereLightLocations;
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}
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batch.setPipeline(program);
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}
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@ -374,7 +406,9 @@ void DeferredLightingEffect::render(RenderArgs* args) {
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float depthTexCoordOffsetT = bottom * nearScale - tMin * depthTexCoordScaleT;
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batch._glUniform2f(locations->depthTexCoordOffset, depthTexCoordOffsetS, depthTexCoordOffsetT);
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batch._glUniform2f(locations->depthTexCoordScale, depthTexCoordScaleS, depthTexCoordScaleT);
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bool stereo = args->_context->isStereo();
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batch._glUniform1f(locations->stereo, stereo ? 1 : 0);
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{
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Transform model;
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model.setTranslation(glm::vec3(sMin, tMin, 0.0));
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@ -427,20 +461,20 @@ void DeferredLightingEffect::render(RenderArgs* args) {
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if (!_pointLights.empty()) {
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batch.setPipeline(_pointLight);
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batch._glUniform1f(_pointLightLocations.nearLocation, nearVal);
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batch._glUniform1f(_pointLightLocations.depthScale, depthScale);
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batch._glUniform2f(_pointLightLocations.depthTexCoordOffset, depthTexCoordOffsetS, depthTexCoordOffsetT);
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batch._glUniform2f(_pointLightLocations.depthTexCoordScale, depthTexCoordScaleS, depthTexCoordScaleT);
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batch._glUniform1f(_pointLightLocations->nearLocation, nearVal);
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batch._glUniform1f(_pointLightLocations->depthScale, depthScale);
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batch._glUniform2f(_pointLightLocations->depthTexCoordOffset, depthTexCoordOffsetS, depthTexCoordOffsetT);
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batch._glUniform2f(_pointLightLocations->depthTexCoordScale, depthTexCoordScaleS, depthTexCoordScaleT);
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batch._glUniformMatrix4fv(_pointLightLocations.invViewMat, 1, false, reinterpret_cast< const float* >(&invViewMat));
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batch._glUniformMatrix4fv(_pointLightLocations->invViewMat, 1, false, reinterpret_cast< const float* >(&invViewMat));
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batch._glUniformMatrix4fv(_pointLightLocations.texcoordMat, 1, false, reinterpret_cast< const float* >(&texcoordMat));
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batch._glUniformMatrix4fv(_pointLightLocations->texcoordMat, 1, false, reinterpret_cast< const float* >(&texcoordMat));
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for (auto lightID : _pointLights) {
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auto& light = _allocatedLights[lightID];
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// IN DEBUG: light->setShowContour(true);
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if (_pointLightLocations.lightBufferUnit >= 0) {
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batch.setUniformBuffer(_pointLightLocations.lightBufferUnit, light->getSchemaBuffer());
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if (_pointLightLocations->lightBufferUnit >= 0) {
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batch.setUniformBuffer(_pointLightLocations->lightBufferUnit, light->getSchemaBuffer());
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}
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float expandedRadius = light->getMaximumRadius() * (1.0f + SCALE_EXPANSION);
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@ -475,20 +509,20 @@ void DeferredLightingEffect::render(RenderArgs* args) {
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if (!_spotLights.empty()) {
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batch.setPipeline(_spotLight);
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batch._glUniform1f(_spotLightLocations.nearLocation, nearVal);
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batch._glUniform1f(_spotLightLocations.depthScale, depthScale);
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batch._glUniform2f(_spotLightLocations.depthTexCoordOffset, depthTexCoordOffsetS, depthTexCoordOffsetT);
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batch._glUniform2f(_spotLightLocations.depthTexCoordScale, depthTexCoordScaleS, depthTexCoordScaleT);
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batch._glUniform1f(_spotLightLocations->nearLocation, nearVal);
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batch._glUniform1f(_spotLightLocations->depthScale, depthScale);
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batch._glUniform2f(_spotLightLocations->depthTexCoordOffset, depthTexCoordOffsetS, depthTexCoordOffsetT);
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batch._glUniform2f(_spotLightLocations->depthTexCoordScale, depthTexCoordScaleS, depthTexCoordScaleT);
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batch._glUniformMatrix4fv(_spotLightLocations.invViewMat, 1, false, reinterpret_cast< const float* >(&invViewMat));
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batch._glUniformMatrix4fv(_spotLightLocations->invViewMat, 1, false, reinterpret_cast< const float* >(&invViewMat));
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batch._glUniformMatrix4fv(_spotLightLocations.texcoordMat, 1, false, reinterpret_cast< const float* >(&texcoordMat));
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batch._glUniformMatrix4fv(_spotLightLocations->texcoordMat, 1, false, reinterpret_cast< const float* >(&texcoordMat));
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for (auto lightID : _spotLights) {
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auto light = _allocatedLights[lightID];
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// IN DEBUG: light->setShowContour(true);
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batch.setUniformBuffer(_spotLightLocations.lightBufferUnit, light->getSchemaBuffer());
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batch.setUniformBuffer(_spotLightLocations->lightBufferUnit, light->getSchemaBuffer());
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auto eyeLightPos = eyePoint - light->getPosition();
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auto eyeHalfPlaneDistance = glm::dot(eyeLightPos, light->getDirection());
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@ -502,7 +536,7 @@ void DeferredLightingEffect::render(RenderArgs* args) {
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if ((eyeHalfPlaneDistance > -nearRadius) &&
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(glm::distance(eyePoint, glm::vec3(light->getPosition())) < expandedRadius + nearRadius)) {
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coneParam.w = 0.0f;
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batch._glUniform4fv(_spotLightLocations.coneParam, 1, reinterpret_cast< const float* >(&coneParam));
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batch._glUniform4fv(_spotLightLocations->coneParam, 1, reinterpret_cast< const float* >(&coneParam));
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Transform model;
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model.setTranslation(glm::vec3(0.0f, 0.0f, -1.0f));
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@ -522,7 +556,7 @@ void DeferredLightingEffect::render(RenderArgs* args) {
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batch.setViewTransform(viewMat);
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} else {
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coneParam.w = 1.0f;
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batch._glUniform4fv(_spotLightLocations.coneParam, 1, reinterpret_cast< const float* >(&coneParam));
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batch._glUniform4fv(_spotLightLocations->coneParam, 1, reinterpret_cast< const float* >(&coneParam));
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Transform model;
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model.setTranslation(light->getPosition());
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@ -596,7 +630,7 @@ void DeferredLightingEffect::setupTransparent(RenderArgs* args, int lightBufferU
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args->_batch->setUniformBuffer(lightBufferUnit, globalLight->getSchemaBuffer());
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}
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void DeferredLightingEffect::loadLightProgram(const char* vertSource, const char* fragSource, bool lightVolume, gpu::PipelinePointer& pipeline, LightLocations& locations) {
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static void loadLightProgram(const char* vertSource, const char* fragSource, bool lightVolume, gpu::PipelinePointer& pipeline, LightLocationsPtr& locations) {
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auto VS = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(vertSource)));
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auto PS = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(fragSource)));
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@ -616,20 +650,21 @@ void DeferredLightingEffect::loadLightProgram(const char* vertSource, const char
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gpu::Shader::makeProgram(*program, slotBindings);
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locations.shadowDistances = program->getUniforms().findLocation("shadowDistances");
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locations.shadowScale = program->getUniforms().findLocation("shadowScale");
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locations.nearLocation = program->getUniforms().findLocation("near");
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locations.depthScale = program->getUniforms().findLocation("depthScale");
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locations.depthTexCoordOffset = program->getUniforms().findLocation("depthTexCoordOffset");
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locations.depthTexCoordScale = program->getUniforms().findLocation("depthTexCoordScale");
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locations.radius = program->getUniforms().findLocation("radius");
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locations.ambientSphere = program->getUniforms().findLocation("ambientSphere.L00");
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locations.invViewMat = program->getUniforms().findLocation("invViewMat");
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locations.texcoordMat = program->getUniforms().findLocation("texcoordMat");
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locations.coneParam = program->getUniforms().findLocation("coneParam");
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locations->stereo = program->getUniforms().findLocation("stereoMode");
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locations->shadowDistances = program->getUniforms().findLocation("shadowDistances");
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locations->shadowScale = program->getUniforms().findLocation("shadowScale");
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locations->nearLocation = program->getUniforms().findLocation("near");
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locations->depthScale = program->getUniforms().findLocation("depthScale");
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locations->depthTexCoordOffset = program->getUniforms().findLocation("depthTexCoordOffset");
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locations->depthTexCoordScale = program->getUniforms().findLocation("depthTexCoordScale");
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locations->radius = program->getUniforms().findLocation("radius");
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locations->ambientSphere = program->getUniforms().findLocation("ambientSphere.L00");
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locations->invViewMat = program->getUniforms().findLocation("invViewMat");
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locations->texcoordMat = program->getUniforms().findLocation("texcoordMat");
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locations->coneParam = program->getUniforms().findLocation("coneParam");
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locations.lightBufferUnit = program->getBuffers().findLocation("lightBuffer");
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locations.atmosphereBufferUnit = program->getBuffers().findLocation("atmosphereBufferUnit");
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locations->lightBufferUnit = program->getBuffers().findLocation("lightBuffer");
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locations->atmosphereBufferUnit = program->getBuffers().findLocation("atmosphereBufferUnit");
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auto state = std::make_shared<gpu::State>();
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if (lightVolume) {
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@ -24,7 +24,8 @@
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class AbstractViewStateInterface;
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class RenderArgs;
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class SimpleProgramKey;
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struct LightLocations;
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using LightLocationsPtr = std::shared_ptr<LightLocations>;
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/// Handles deferred lighting for the bits that require it (voxels...)
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class DeferredLightingEffect : public Dependency {
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SINGLETON_DEPENDENCY
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@ -82,28 +83,9 @@ private:
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DeferredLightingEffect() {}
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virtual ~DeferredLightingEffect() { }
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class LightLocations {
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public:
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int shadowDistances;
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int shadowScale;
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int nearLocation;
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int depthScale;
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int depthTexCoordOffset;
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int depthTexCoordScale;
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int radius;
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int ambientSphere;
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int lightBufferUnit;
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int atmosphereBufferUnit;
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int invViewMat;
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int texcoordMat;
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int coneParam;
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};
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model::MeshPointer _spotLightMesh;
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model::MeshPointer getSpotLightMesh();
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static void loadLightProgram(const char* vertSource, const char* fragSource, bool lightVolume, gpu::PipelinePointer& program, LightLocations& locations);
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gpu::PipelinePointer getPipeline(SimpleProgramKey config);
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gpu::ShaderPointer _simpleShader;
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@ -113,30 +95,30 @@ private:
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gpu::PipelinePointer _blitLightBuffer;
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gpu::PipelinePointer _directionalSkyboxLight;
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LightLocations _directionalSkyboxLightLocations;
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LightLocationsPtr _directionalSkyboxLightLocations;
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gpu::PipelinePointer _directionalSkyboxLightShadowMap;
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LightLocations _directionalSkyboxLightShadowMapLocations;
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LightLocationsPtr _directionalSkyboxLightShadowMapLocations;
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gpu::PipelinePointer _directionalSkyboxLightCascadedShadowMap;
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LightLocations _directionalSkyboxLightCascadedShadowMapLocations;
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LightLocationsPtr _directionalSkyboxLightCascadedShadowMapLocations;
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gpu::PipelinePointer _directionalAmbientSphereLight;
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LightLocations _directionalAmbientSphereLightLocations;
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LightLocationsPtr _directionalAmbientSphereLightLocations;
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gpu::PipelinePointer _directionalAmbientSphereLightShadowMap;
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LightLocations _directionalAmbientSphereLightShadowMapLocations;
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LightLocationsPtr _directionalAmbientSphereLightShadowMapLocations;
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gpu::PipelinePointer _directionalAmbientSphereLightCascadedShadowMap;
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LightLocations _directionalAmbientSphereLightCascadedShadowMapLocations;
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LightLocationsPtr _directionalAmbientSphereLightCascadedShadowMapLocations;
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gpu::PipelinePointer _directionalLight;
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LightLocations _directionalLightLocations;
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LightLocationsPtr _directionalLightLocations;
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gpu::PipelinePointer _directionalLightShadowMap;
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LightLocations _directionalLightShadowMapLocations;
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LightLocationsPtr _directionalLightShadowMapLocations;
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gpu::PipelinePointer _directionalLightCascadedShadowMap;
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LightLocations _directionalLightCascadedShadowMapLocations;
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LightLocationsPtr _directionalLightCascadedShadowMapLocations;
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gpu::PipelinePointer _pointLight;
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LightLocations _pointLightLocations;
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LightLocationsPtr _pointLightLocations;
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gpu::PipelinePointer _spotLight;
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LightLocations _spotLightLocations;
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LightLocationsPtr _spotLightLocations;
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class PointLight {
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public:
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