diff options
Diffstat (limited to 'drivers/gles3/rasterizer_scene_gles3.cpp')
-rw-r--r-- | drivers/gles3/rasterizer_scene_gles3.cpp | 72 |
1 files changed, 45 insertions, 27 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp index eaf0b06664..6117c91a6a 100644 --- a/drivers/gles3/rasterizer_scene_gles3.cpp +++ b/drivers/gles3/rasterizer_scene_gles3.cpp @@ -379,6 +379,7 @@ bool RasterizerSceneGLES3::shadow_atlas_update_light(RID p_atlas, RID p_light_in sh->owner = p_light_intance; sh->alloc_tick = tick; sh->version = p_light_version; + li->shadow_atlases.insert(p_atlas); //make new key key = new_quadrant << ShadowAtlas::QUADRANT_SHIFT; @@ -414,6 +415,7 @@ bool RasterizerSceneGLES3::shadow_atlas_update_light(RID p_atlas, RID p_light_in sh->owner = p_light_intance; sh->alloc_tick = tick; sh->version = p_light_version; + li->shadow_atlases.insert(p_atlas); //make new key uint32_t key = new_quadrant << ShadowAtlas::QUADRANT_SHIFT; @@ -2140,7 +2142,6 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_ first = false; } - glFrontFace(GL_CW); glBindVertexArray(0); state.scene_shader.set_conditional(SceneShaderGLES3::USE_INSTANCING, false); @@ -2349,22 +2350,7 @@ void RasterizerSceneGLES3::_draw_sky(RasterizerStorageGLES3::Sky *p_sky, const C glDepthFunc(GL_LEQUAL); glColorMask(1, 1, 1, 1); - float flip_sign = p_vflip ? -1 : 1; - - Vector3 vertices[8] = { - Vector3(-1, -1 * flip_sign, 1), - Vector3(0, 1, 0), - Vector3(1, -1 * flip_sign, 1), - Vector3(1, 1, 0), - Vector3(1, 1 * flip_sign, 1), - Vector3(1, 0, 0), - Vector3(-1, 1 * flip_sign, 1), - Vector3(0, 0, 0) - - }; - - //sky uv vectors - float vw, vh, zn; + // Camera CameraMatrix camera; if (p_custom_fov) { @@ -2379,17 +2365,39 @@ void RasterizerSceneGLES3::_draw_sky(RasterizerStorageGLES3::Sky *p_sky, const C camera = p_projection; } - camera.get_viewport_size(vw, vh); - zn = p_projection.get_z_near(); + float flip_sign = p_vflip ? -1 : 1; - for (int i = 0; i < 4; i++) { + /* + If matrix[2][0] or matrix[2][1] we're dealing with an asymmetrical projection matrix. This is the case for stereoscopic rendering (i.e. VR). + To ensure the image rendered is perspective correct we need to move some logic into the shader. For this the USE_ASYM_PANO option is introduced. + It also means the uv coordinates are ignored in this mode and we don't need our loop. + */ + bool asymmetrical = ((camera.matrix[2][0] != 0.0) || (camera.matrix[2][1] != 0.0)); - Vector3 uv = vertices[i * 2 + 1]; - uv.x = (uv.x * 2.0 - 1.0) * vw; - uv.y = -(uv.y * 2.0 - 1.0) * vh; - uv.z = -zn; - vertices[i * 2 + 1] = p_transform.basis.xform(uv).normalized(); - vertices[i * 2 + 1].z = -vertices[i * 2 + 1].z; + Vector3 vertices[8] = { + Vector3(-1, -1 * flip_sign, 1), + Vector3(0, 1, 0), + Vector3(1, -1 * flip_sign, 1), + Vector3(1, 1, 0), + Vector3(1, 1 * flip_sign, 1), + Vector3(1, 0, 0), + Vector3(-1, 1 * flip_sign, 1), + Vector3(0, 0, 0) + }; + + if (!asymmetrical) { + float vw, vh, zn; + camera.get_viewport_size(vw, vh); + zn = p_projection.get_z_near(); + + for (int i = 0; i < 4; i++) { + Vector3 uv = vertices[i * 2 + 1]; + uv.x = (uv.x * 2.0 - 1.0) * vw; + uv.y = -(uv.y * 2.0 - 1.0) * vh; + uv.z = -zn; + vertices[i * 2 + 1] = p_transform.basis.xform(uv).normalized(); + vertices[i * 2 + 1].z = -vertices[i * 2 + 1].z; + } } glBindBuffer(GL_ARRAY_BUFFER, state.sky_verts); @@ -2398,16 +2406,24 @@ void RasterizerSceneGLES3::_draw_sky(RasterizerStorageGLES3::Sky *p_sky, const C glBindVertexArray(state.sky_array); - storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_PANORAMA, true); + storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_ASYM_PANO, asymmetrical); + storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_PANORAMA, !asymmetrical); storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_MULTIPLIER, true); storage->shaders.copy.bind(); storage->shaders.copy.set_uniform(CopyShaderGLES3::MULTIPLIER, p_energy); + if (asymmetrical) { + // pack the bits we need from our projection matrix + storage->shaders.copy.set_uniform(CopyShaderGLES3::ASYM_PROJ, camera.matrix[2][0], camera.matrix[0][0], camera.matrix[2][1], camera.matrix[1][1]); + ///@TODO I couldn't get mat3 + p_transform.basis to work, that would be better here. + storage->shaders.copy.set_uniform(CopyShaderGLES3::PANO_TRANSFORM, p_transform); + } glDrawArrays(GL_TRIANGLE_FAN, 0, 4); glBindVertexArray(0); glColorMask(1, 1, 1, 1); + storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_ASYM_PANO, false); storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_MULTIPLIER, false); storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_PANORAMA, false); } @@ -5024,6 +5040,8 @@ void RasterizerSceneGLES3::initialize() { } state.debug_draw = VS::VIEWPORT_DEBUG_DRAW_DISABLED; + + glFrontFace(GL_CW); } void RasterizerSceneGLES3::iteration() { |