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Fix for off-axis ambient occlusion.
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699007691b
commit
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4 changed files with 20 additions and 11 deletions
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@ -44,8 +44,7 @@ float texCoordToViewSpaceZ(vec2 texCoord) {
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// given a texture coordinate, returns the 3D view space coordinate
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vec3 texCoordToViewSpace(vec2 texCoord) {
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float z = texCoordToViewSpaceZ(texCoord);
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return vec3(((texCoord * 2.0 - vec2(1.0 - gl_ProjectionMatrix[2][0], 1.0)) *
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(rightTop - leftBottom) + rightTop + leftBottom) * z / (-2.0 * near), z);
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return vec3((leftBottom + texCoord * (rightTop - leftBottom)) * (-z / near), z);
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}
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void main(void) {
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@ -438,7 +438,7 @@ void Application::updateProjectionMatrix() {
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float left, right, bottom, top, nearVal, farVal;
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glm::vec4 nearClipPlane, farClipPlane;
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_viewFrustum.computeOffAxisFrustum(left, right, bottom, top, nearVal, farVal, nearClipPlane, farClipPlane);
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computeOffAxisFrustum(left, right, bottom, top, nearVal, farVal, nearClipPlane, farClipPlane);
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// If we're in Display Frustum mode, then we want to use the slightly adjust near/far clip values of the
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// _viewFrustumOffsetCamera, so that we can see more of the application content in the application's frustum
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@ -446,13 +446,6 @@ void Application::updateProjectionMatrix() {
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nearVal = _viewFrustumOffsetCamera.getNearClip();
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farVal = _viewFrustumOffsetCamera.getFarClip();
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}
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// when mirrored, we must flip left and right
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if (Menu::getInstance()->isOptionChecked(MenuOption::Mirror)) {
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float tmp = left;
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left = -right;
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right = -tmp;
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}
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glFrustum(left, right, bottom, top, nearVal, farVal);
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glMatrixMode(GL_MODELVIEW);
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@ -2144,6 +2137,19 @@ void Application::setupWorldLight(Camera& whichCamera) {
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glMateriali(GL_FRONT, GL_SHININESS, 96);
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}
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void Application::computeOffAxisFrustum(float& left, float& right, float& bottom, float& top, float& near,
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float& far, glm::vec4& nearClipPlane, glm::vec4& farClipPlane) const {
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_viewFrustum.computeOffAxisFrustum(left, right, bottom, top, near, far, nearClipPlane, farClipPlane);
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// when mirrored, we must flip left and right
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if (Menu::getInstance()->isOptionChecked(MenuOption::Mirror)) {
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float tmp = left;
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left = -right;
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right = -tmp;
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}
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}
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void Application::displaySide(Camera& whichCamera) {
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// transform by eye offset
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@ -135,6 +135,10 @@ public:
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void setupWorldLight(Camera& whichCamera);
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/// Computes the off-axis frustum parameters for the view frustum, taking mirroring into account.
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void computeOffAxisFrustum(float& left, float& right, float& bottom, float& top, float& near,
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float& far, glm::vec4& nearClipPlane, glm::vec4& farClipPlane) const;
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virtual void nodeAdded(Node* node);
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virtual void nodeKilled(Node* node);
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virtual void packetSentNotification(ssize_t length);
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@ -103,7 +103,7 @@ void AmbientOcclusionEffect::render() {
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float left, right, bottom, top, nearVal, farVal;
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glm::vec4 nearClipPlane, farClipPlane;
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Application::getInstance()->getViewFrustum()->computeOffAxisFrustum(
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Application::getInstance()->computeOffAxisFrustum(
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left, right, bottom, top, nearVal, farVal, nearClipPlane, farClipPlane);
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_occlusionProgram->bind();
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