Merge pull request #23186 from BastiaanOlij/fix_gles2_stereo_sky
Fixed stereoscopic (VR) sky in GLES2
This commit is contained in:
commit
cfa8ef1f77
|
@ -2455,13 +2455,20 @@ void RasterizerSceneGLES2::_draw_sky(RasterizerStorageGLES2::Sky *p_sky, const C
|
|||
glEnableVertexAttribArray(VS::ARRAY_VERTEX);
|
||||
glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
|
||||
|
||||
storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_ASYM_PANO, asymmetrical);
|
||||
storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_PANORAMA, !asymmetrical);
|
||||
storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_MULTIPLIER, true);
|
||||
storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_CUBEMAP, false);
|
||||
storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_PANORAMA, true);
|
||||
storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_COPY_SECTION, false);
|
||||
storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_CUSTOM_ALPHA, false);
|
||||
storage->shaders.copy.bind();
|
||||
storage->shaders.copy.set_uniform(CopyShaderGLES2::MULTIPLIER, p_energy);
|
||||
if (asymmetrical) {
|
||||
// pack the bits we need from our projection matrix
|
||||
storage->shaders.copy.set_uniform(CopyShaderGLES2::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(CopyShaderGLES2::PANO_TRANSFORM, p_transform);
|
||||
}
|
||||
|
||||
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
|
||||
|
||||
|
@ -2469,6 +2476,8 @@ void RasterizerSceneGLES2::_draw_sky(RasterizerStorageGLES2::Sky *p_sky, const C
|
|||
glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
|
||||
storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_ASYM_PANO, false);
|
||||
storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_PANORAMA, false);
|
||||
storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_MULTIPLIER, false);
|
||||
storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_CUBEMAP, false);
|
||||
}
|
||||
|
|
|
@ -35,6 +35,8 @@ 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;
|
||||
#endif
|
||||
|
@ -68,6 +70,11 @@ varying vec2 uv_interp;
|
|||
#endif
|
||||
/* clang-format on */
|
||||
|
||||
#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
|
||||
|
@ -108,6 +115,21 @@ void main() {
|
|||
|
||||
vec4 color = texturePanorama(source, normalize(cube_interp));
|
||||
|
||||
#elif defined(USE_ASYM_PANO)
|
||||
|
||||
// When an asymmetrical 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(source, normalize(cube_normal.xyz));
|
||||
|
||||
#elif defined(USE_CUBEMAP)
|
||||
vec4 color = textureCube(source_cube, normalize(cube_interp));
|
||||
#else
|
||||
|
|
Loading…
Reference in New Issue