mirror of
https://github.com/overte-org/overte.git
synced 2025-07-10 12:58:36 +02:00
Trying to fix the jittering issue, foound an extra matrix inversion that could be the source
This commit is contained in:
parent
d1c024fb39
commit
3cf32b17be
4 changed files with 48 additions and 35 deletions
|
@ -74,9 +74,11 @@ void Context::downloadFramebuffer(const FramebufferPointer& srcFramebuffer, cons
|
||||||
_backend->downloadFramebuffer(srcFramebuffer, region, destImage);
|
_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);
|
_projectionInverse = glm::inverse(_projection);
|
||||||
_viewInverse = glm::inverse(_view);
|
// _viewInverse = glm::inverse(_view);
|
||||||
|
xformView.getMatrix(_viewInverse);
|
||||||
|
_view = glm::inverse(_viewInverse);
|
||||||
|
|
||||||
Mat4 viewUntranslated = _view;
|
Mat4 viewUntranslated = _view;
|
||||||
viewUntranslated[3] = Vec4(0.0f, 0.0f, 0.0f, 1.0f);
|
viewUntranslated[3] = Vec4(0.0f, 0.0f, 0.0f, 1.0f);
|
||||||
|
@ -84,16 +86,18 @@ const Backend::TransformCamera& Backend::TransformCamera::recomputeDerived() con
|
||||||
return *this;
|
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;
|
TransformCamera result = *this;
|
||||||
|
Transform offsetTransform = xformView;
|
||||||
if (!_stereo._skybox) {
|
if (!_stereo._skybox) {
|
||||||
result._view = _stereo._eyeViews[eye] * result._view;
|
result._view = _stereo._eyeViews[eye] * result._view;
|
||||||
|
offsetTransform.postTranslate(-Vec3(_stereo._eyeViews[eye][3]));
|
||||||
} else {
|
} else {
|
||||||
glm::mat4 skyboxView = _stereo._eyeViews[eye];
|
// glm::mat4 skyboxView = _stereo._eyeViews[eye];
|
||||||
skyboxView[3] = vec4(0, 0, 0, 1);
|
// skyboxView[3] = vec4(0, 0, 0, 1);
|
||||||
result._view = skyboxView * result._view;
|
// result._view = skyboxView * result._view;
|
||||||
}
|
}
|
||||||
result._projection = _stereo._eyeProjections[eye];
|
result._projection = _stereo._eyeProjections[eye];
|
||||||
result.recomputeDerived();
|
result.recomputeDerived(xformView);
|
||||||
return result;
|
return result;
|
||||||
}
|
}
|
||||||
|
|
|
@ -79,15 +79,15 @@ public:
|
||||||
// UBO class... layout MUST match the layout in TransformCamera.slh
|
// UBO class... layout MUST match the layout in TransformCamera.slh
|
||||||
class TransformCamera {
|
class TransformCamera {
|
||||||
public:
|
public:
|
||||||
Mat4 _view;
|
mutable Mat4 _view;
|
||||||
mutable Mat4 _viewInverse;
|
mutable Mat4 _viewInverse;
|
||||||
mutable Mat4 _projectionViewUntranslated;
|
mutable Mat4 _projectionViewUntranslated;
|
||||||
Mat4 _projection;
|
Mat4 _projection;
|
||||||
mutable Mat4 _projectionInverse;
|
mutable Mat4 _projectionInverse;
|
||||||
Vec4 _viewport; // Public value is int but float in the shader to stay in floats for all the transform computations.
|
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;
|
const Backend::TransformCamera& recomputeDerived(const Transform& xformView) const;
|
||||||
TransformCamera getEyeCamera(int eye, const StereoState& stereo) const;
|
TransformCamera getEyeCamera(int eye, const StereoState& stereo, const Transform& xformView) const;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
|
|
|
@ -105,6 +105,7 @@ void GLBackend::TransformStageState::preUpdate(size_t commandIndex, const Stereo
|
||||||
}
|
}
|
||||||
|
|
||||||
if (_invalidView) {
|
if (_invalidView) {
|
||||||
|
// This is when the _view matrix gets assigned
|
||||||
_view.getInverseMatrix(_camera._view);
|
_view.getInverseMatrix(_camera._view);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -113,11 +114,11 @@ void GLBackend::TransformStageState::preUpdate(size_t commandIndex, const Stereo
|
||||||
if (stereo._enable) {
|
if (stereo._enable) {
|
||||||
_cameraOffsets.push_back(TransformStageState::Pair(commandIndex, offset));
|
_cameraOffsets.push_back(TransformStageState::Pair(commandIndex, offset));
|
||||||
for (int i = 0; i < 2; ++i) {
|
for (int i = 0; i < 2; ++i) {
|
||||||
_cameras.push_back(_camera.getEyeCamera(i, stereo));
|
_cameras.push_back(_camera.getEyeCamera(i, stereo, _view));
|
||||||
}
|
}
|
||||||
} else {
|
} else {
|
||||||
_cameraOffsets.push_back(TransformStageState::Pair(commandIndex, offset));
|
_cameraOffsets.push_back(TransformStageState::Pair(commandIndex, offset));
|
||||||
_cameras.push_back(_camera.recomputeDerived());
|
_cameras.push_back(_camera.recomputeDerived(_view));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -76,24 +76,40 @@ TransformObject getTransformObject() {
|
||||||
<$viewport$> = <$cameraTransform$>._viewport;
|
<$viewport$> = <$cameraTransform$>._viewport;
|
||||||
<@endfunc@>
|
<@endfunc@>
|
||||||
|
|
||||||
<@func transformModelToClipPos(cameraTransform, objectTransform, modelPos, clipPos)@>
|
<@func transformModelToEyeWorldAlignedPos(cameraTransform, objectTransform, modelPos, eyeWorldAlignedPos)@>
|
||||||
<!// Equivalent to the following but hoppefully a tad more accurate
|
<!// Bring the model pos in the world aligned space centered on the eye axis !>
|
||||||
//return camera._projection * camera._view * object._model * pos; !>
|
{ // _transformModelToEyeWorldAlignedPos
|
||||||
{ // transformModelToClipPos
|
highp mat4 _mv = <$objectTransform$>._model;
|
||||||
vec4 _eyepos = (<$objectTransform$>._model * <$modelPos$>) + vec4(-<$modelPos$>.w * <$cameraTransform$>._viewInverse[3].xyz, 0.0);
|
_mv[3].xyz -= <$cameraTransform$>._viewInverse[3].xyz;
|
||||||
<$clipPos$> = <$cameraTransform$>._projectionViewUntranslated * _eyepos;
|
highp vec4 _eyeWApos = (_mv * <$modelPos$>);
|
||||||
|
<$eyeWorldAlignedPos$> = _eyeWApos;
|
||||||
}
|
}
|
||||||
<@endfunc@>
|
<@endfunc@>
|
||||||
|
|
||||||
<@func $transformModelToEyeAndClipPos(cameraTransform, objectTransform, modelPos, eyePos, clipPos)@>
|
<@func transformModelToClipPos(cameraTransform, objectTransform, modelPos, clipPos)@>
|
||||||
<!// Equivalent to the following but hoppefully a tad more accurate
|
|
||||||
//return camera._projection * camera._view * object._model * pos; !>
|
|
||||||
{ // transformModelToClipPos
|
{ // transformModelToClipPos
|
||||||
vec4 _worldpos = (<$objectTransform$>._model * <$modelPos$>);
|
vec4 eyeWAPos;
|
||||||
<$eyePos$> = (<$cameraTransform$>._view * _worldpos);
|
<$transformModelToEyeWorldAlignedPos($cameraTransform$, $objectTransform$, $modelPos$, eyeWAPos)$>
|
||||||
vec4 _eyepos =(<$objectTransform$>._model * <$modelPos$>) + vec4(-<$modelPos$>.w * <$cameraTransform$>._viewInverse[3].xyz, 0.0);
|
|
||||||
<$clipPos$> = <$cameraTransform$>._projectionViewUntranslated * _eyepos;
|
<$clipPos$> = <$cameraTransform$>._projectionViewUntranslated * eyeWAPos;
|
||||||
// <$eyePos$> = (<$cameraTransform$>._projectionInverse * <$clipPos$>);
|
}
|
||||||
|
<@endfunc@>
|
||||||
|
|
||||||
|
<@func transformModelToEyeAndClipPos(cameraTransform, objectTransform, modelPos, eyePos, clipPos)@>
|
||||||
|
{ // transformModelToEyeAndClipPos
|
||||||
|
vec4 eyeWAPos;
|
||||||
|
<$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$>._view * vec4(eyeWAPos.xyz, 0.0)).xyz, 1.0);
|
||||||
}
|
}
|
||||||
<@endfunc@>
|
<@endfunc@>
|
||||||
|
|
||||||
|
@ -103,6 +119,7 @@ TransformObject getTransformObject() {
|
||||||
}
|
}
|
||||||
<@endfunc@>
|
<@endfunc@>
|
||||||
|
|
||||||
|
|
||||||
<@func transformModelToEyeDir(cameraTransform, objectTransform, modelDir, eyeDir)@>
|
<@func transformModelToEyeDir(cameraTransform, objectTransform, modelDir, eyeDir)@>
|
||||||
{ // transformModelToEyeDir
|
{ // transformModelToEyeDir
|
||||||
vec3 mr0 = vec3(<$objectTransform$>._modelInverse[0].x, <$objectTransform$>._modelInverse[1].x, <$objectTransform$>._modelInverse[2].x);
|
vec3 mr0 = vec3(<$objectTransform$>._modelInverse[0].x, <$objectTransform$>._modelInverse[1].x, <$objectTransform$>._modelInverse[2].x);
|
||||||
|
@ -129,15 +146,6 @@ TransformObject getTransformObject() {
|
||||||
}
|
}
|
||||||
<@endfunc@>
|
<@endfunc@>
|
||||||
|
|
||||||
<@func $transformModelToEyePos(cameraTransform, objectTransform, modelPos, eyePos)@>
|
|
||||||
<!// Equivalent to the following but hoppefully a tad more accurate
|
|
||||||
//return camera._view * object._model * pos; !>
|
|
||||||
{ // transformModelToEyePos
|
|
||||||
vec4 _worldpos = (<$objectTransform$>._model * vec4(<$modelPos$>.xyz, 1.0));
|
|
||||||
<$eyePos$> = (<$cameraTransform$>._view * _worldpos);
|
|
||||||
}
|
|
||||||
<@endfunc@>
|
|
||||||
|
|
||||||
<@func transformEyeToClipPos(cameraTransform, eyePos, clipPos)@>
|
<@func transformEyeToClipPos(cameraTransform, eyePos, clipPos)@>
|
||||||
{ // transformEyeToClipPos
|
{ // transformEyeToClipPos
|
||||||
<$clipPos$> = <$cameraTransform$>._projection * vec4(<$eyePos$>.xyz, 1.0);
|
<$clipPos$> = <$cameraTransform$>._projection * vec4(<$eyePos$>.xyz, 1.0);
|
||||||
|
|
Loading…
Reference in a new issue