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Merge pull request #23186 from BastiaanOlij/fix_gles2_stereo_sky
Fixed stereoscopic (VR) sky in GLES2
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cfa8ef1f77
@ -2455,13 +2455,20 @@ void RasterizerSceneGLES2::_draw_sky(RasterizerStorageGLES2::Sky *p_sky, const C
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glEnableVertexAttribArray(VS::ARRAY_VERTEX);
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glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
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storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_ASYM_PANO, asymmetrical);
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storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_PANORAMA, !asymmetrical);
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storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_MULTIPLIER, true);
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storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_CUBEMAP, false);
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storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_PANORAMA, true);
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storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_COPY_SECTION, false);
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storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_CUSTOM_ALPHA, false);
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storage->shaders.copy.bind();
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storage->shaders.copy.set_uniform(CopyShaderGLES2::MULTIPLIER, p_energy);
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if (asymmetrical) {
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// pack the bits we need from our projection matrix
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storage->shaders.copy.set_uniform(CopyShaderGLES2::ASYM_PROJ, camera.matrix[2][0], camera.matrix[0][0], camera.matrix[2][1], camera.matrix[1][1]);
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///@TODO I couldn't get mat3 + p_transform.basis to work, that would be better here.
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storage->shaders.copy.set_uniform(CopyShaderGLES2::PANO_TRANSFORM, p_transform);
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}
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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@ -2469,6 +2476,8 @@ void RasterizerSceneGLES2::_draw_sky(RasterizerStorageGLES2::Sky *p_sky, const C
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glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_ASYM_PANO, false);
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storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_PANORAMA, false);
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storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_MULTIPLIER, false);
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storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_CUBEMAP, false);
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}
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@ -35,6 +35,8 @@ void main() {
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#if defined(USE_CUBEMAP) || defined(USE_PANORAMA)
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cube_interp = cube_in;
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#elif defined(USE_ASYM_PANO)
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uv_interp = vertex_attrib.xy;
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#else
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uv_interp = uv_in;
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#endif
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@ -68,6 +70,11 @@ varying vec2 uv_interp;
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#endif
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/* clang-format on */
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#ifdef USE_ASYM_PANO
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uniform highp mat4 pano_transform;
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uniform highp vec4 asym_proj;
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#endif
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#ifdef USE_CUBEMAP
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uniform samplerCube source_cube; // texunit:0
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#else
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@ -108,6 +115,21 @@ void main() {
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vec4 color = texturePanorama(source, normalize(cube_interp));
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#elif defined(USE_ASYM_PANO)
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// 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.
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// 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.
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// The Matrix[2][0] (= asym_proj.x) and Matrix[2][1] (= asym_proj.z) values are what provide the right shift in the image.
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vec3 cube_normal;
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cube_normal.z = -1000000.0;
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cube_normal.x = (cube_normal.z * (-uv_interp.x - asym_proj.x)) / asym_proj.y;
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cube_normal.y = (cube_normal.z * (-uv_interp.y - asym_proj.z)) / asym_proj.a;
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cube_normal = mat3(pano_transform) * cube_normal;
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cube_normal.z = -cube_normal.z;
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vec4 color = texturePanorama(source, normalize(cube_normal.xyz));
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#elif defined(USE_CUBEMAP)
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vec4 color = textureCube(source_cube, normalize(cube_interp));
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#else
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