diff --git a/libraries/gpu/src/gpu/Context.cpp b/libraries/gpu/src/gpu/Context.cpp index e1dc94fcd7..013433102a 100644 --- a/libraries/gpu/src/gpu/Context.cpp +++ b/libraries/gpu/src/gpu/Context.cpp @@ -74,9 +74,11 @@ 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); + // _viewInverse = glm::inverse(_view); + xformView.getMatrix(_viewInverse); + _view = glm::inverse(_viewInverse); Mat4 viewUntranslated = _view; viewUntranslated[3] = Vec4(0.0f, 0.0f, 0.0f, 1.0f); @@ -84,16 +86,18 @@ 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; + // glm::mat4 skyboxView = _stereo._eyeViews[eye]; + // skyboxView[3] = vec4(0, 0, 0, 1); + // result._view = skyboxView * result._view; } result._projection = _stereo._eyeProjections[eye]; - result.recomputeDerived(); + result.recomputeDerived(xformView); return result; } diff --git a/libraries/gpu/src/gpu/Context.h b/libraries/gpu/src/gpu/Context.h index dceb606f20..d584f54acc 100644 --- a/libraries/gpu/src/gpu/Context.h +++ b/libraries/gpu/src/gpu/Context.h @@ -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; }; diff --git a/libraries/gpu/src/gpu/GLBackendTransform.cpp b/libraries/gpu/src/gpu/GLBackendTransform.cpp index d5bcfa3321..19cb7fb2a9 100755 --- a/libraries/gpu/src/gpu/GLBackendTransform.cpp +++ b/libraries/gpu/src/gpu/GLBackendTransform.cpp @@ -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)); } } diff --git a/libraries/gpu/src/gpu/Transform.slh b/libraries/gpu/src/gpu/Transform.slh index ea5ee06a7b..e4f8f5dd87 100644 --- a/libraries/gpu/src/gpu/Transform.slh +++ b/libraries/gpu/src/gpu/Transform.slh @@ -76,24 +76,40 @@ TransformObject getTransformObject() { <$viewport$> = <$cameraTransform$>._viewport; <@endfunc@> -<@func transformModelToClipPos(cameraTransform, objectTransform, modelPos, clipPos)@> - - { // 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)@> + + { // _transformModelToEyeWorldAlignedPos + highp mat4 _mv = <$objectTransform$>._model; + _mv[3].xyz -= <$cameraTransform$>._viewInverse[3].xyz; + highp vec4 _eyeWApos = (_mv * <$modelPos$>); + <$eyeWorldAlignedPos$> = _eyeWApos; } <@endfunc@> -<@func $transformModelToEyeAndClipPos(cameraTransform, objectTransform, modelPos, eyePos, clipPos)@> - +<@func transformModelToClipPos(cameraTransform, objectTransform, modelPos, clipPos)@> { // transformModelToClipPos - vec4 _worldpos = (<$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$>._view * vec4(eyeWAPos.xyz, 0.0)).xyz, 1.0); } <@endfunc@> @@ -103,6 +119,7 @@ TransformObject getTransformObject() { } <@endfunc@> + <@func transformModelToEyeDir(cameraTransform, objectTransform, modelDir, eyeDir)@> { // transformModelToEyeDir vec3 mr0 = vec3(<$objectTransform$>._modelInverse[0].x, <$objectTransform$>._modelInverse[1].x, <$objectTransform$>._modelInverse[2].x); @@ -129,15 +146,6 @@ TransformObject getTransformObject() { } <@endfunc@> -<@func $transformModelToEyePos(cameraTransform, objectTransform, modelPos, eyePos)@> - - { // transformModelToEyePos - vec4 _worldpos = (<$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);