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-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp67
-rw-r--r--drivers/gles3/shaders/copy.glsl24
2 files changed, 64 insertions, 27 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index eaf0b06664..7c37c98a78 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -2349,22 +2349,7 @@ 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 +2364,39 @@ 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 +2405,24 @@ 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);
}
diff --git a/drivers/gles3/shaders/copy.glsl b/drivers/gles3/shaders/copy.glsl
index d33193ee50..743fe122d1 100644
--- a/drivers/gles3/shaders/copy.glsl
+++ b/drivers/gles3/shaders/copy.glsl
@@ -27,6 +27,8 @@ void main() {
#if defined(USE_CUBEMAP) || defined(USE_PANORAMA)
cube_interp = cube_in;
+#elif defined(USE_ASYM_PANO)
+ uv_interp = vertex_attrib.xy;
#else
uv_interp = uv_in;
#ifdef V_FLIP
@@ -59,6 +61,11 @@ in vec3 cube_interp;
in vec2 uv_interp;
#endif
+#ifdef USE_ASYM_PANO
+uniform highp mat4 pano_transform;
+uniform highp vec4 asym_proj;
+#endif
+
#ifdef USE_CUBEMAP
uniform samplerCube source_cube; //texunit:0
#else
@@ -70,7 +77,7 @@ uniform sampler2D source; //texunit:0
uniform float multiplier;
#endif
-#ifdef USE_PANORAMA
+#if defined(USE_PANORAMA) || defined(USE_ASYM_PANO)
vec4 texturePanorama(vec3 normal,sampler2D pano ) {
@@ -122,6 +129,21 @@ void main() {
vec4 color = texturePanorama( normalize(cube_interp), source );
+#elif defined(USE_ASYM_PANO)
+
+ // When an assymetrical projection matrix is used (applicable for stereoscopic rendering i.e. VR) we need to do this calculation per fragment to get a perspective correct result.
+ // Note that we're ignoring the x-offset for IPD, with Z sufficiently in the distance it becomes neglectible, as a result we could probably just set cube_normal.z to -1.
+ // The Matrix[2][0] (= asym_proj.x) and Matrix[2][1] (= asym_proj.z) values are what provide the right shift in the image.
+
+ vec3 cube_normal;
+ cube_normal.z = -1000000.0;
+ cube_normal.x = (cube_normal.z * (-uv_interp.x - asym_proj.x)) / asym_proj.y;
+ cube_normal.y = (cube_normal.z * (-uv_interp.y - asym_proj.z)) / asym_proj.a;
+ cube_normal = mat3(pano_transform) * cube_normal;
+ cube_normal.z = -cube_normal.z;
+
+ vec4 color = texturePanorama( normalize(cube_normal.xyz), source );
+
#elif defined(USE_CUBEMAP)
vec4 color = texture( source_cube, normalize(cube_interp) );