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Multiview shaders. Refactor Frustum management Rewrite shared shadow map cull mask should respect stereo Stereo savegame screencap LocalMap refactoring use the vertex buffer hint instead of the display list patch to enable/disable display lists Character preview fixes
168 lines
4.4 KiB
C++
168 lines
4.4 KiB
C++
#include "types.hpp"
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#include <osg/io_utils>
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namespace Stereo
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{
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Pose Pose::operator+(const Pose& rhs)
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{
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Pose pose = *this;
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pose.position += this->orientation * rhs.position;
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pose.orientation = rhs.orientation * this->orientation;
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return pose;
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}
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const Pose& Pose::operator+=(const Pose& rhs)
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{
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*this = *this + rhs;
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return *this;
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}
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Pose Pose::operator*(float scalar)
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{
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Pose pose = *this;
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pose.position *= scalar;
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return pose;
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}
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const Pose& Pose::operator*=(float scalar)
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{
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*this = *this * scalar;
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return *this;
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}
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Pose Pose::operator/(float scalar)
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{
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Pose pose = *this;
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pose.position /= scalar;
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return pose;
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}
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const Pose& Pose::operator/=(float scalar)
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{
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*this = *this / scalar;
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return *this;
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}
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bool Pose::operator==(const Pose& rhs) const
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{
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return position == rhs.position && orientation == rhs.orientation;
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}
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osg::Matrix View::viewMatrix(bool useGLConventions)
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{
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auto position = pose.position;
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auto orientation = pose.orientation;
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if (useGLConventions)
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{
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// When applied as an offset to an existing view matrix,
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// that view matrix will already convert points to a camera space
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// with opengl conventions. So we need to convert offsets to opengl
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// conventions.
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float y = position.y();
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float z = position.z();
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position.y() = z;
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position.z() = -y;
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y = orientation.y();
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z = orientation.z();
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orientation.y() = z;
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orientation.z() = -y;
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osg::Matrix viewMatrix;
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viewMatrix.setTrans(-position);
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viewMatrix.postMultRotate(orientation.conj());
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return viewMatrix;
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}
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else
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{
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osg::Vec3d forward = orientation * osg::Vec3d(0, 1, 0);
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osg::Vec3d up = orientation * osg::Vec3d(0, 0, 1);
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osg::Matrix viewMatrix;
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viewMatrix.makeLookAt(position, position + forward, up);
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return viewMatrix;
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}
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}
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osg::Matrix View::perspectiveMatrix(float near, float far, bool reverseZ)
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{
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const float tanLeft = tanf(fov.angleLeft);
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const float tanRight = tanf(fov.angleRight);
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const float tanDown = tanf(fov.angleDown);
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const float tanUp = tanf(fov.angleUp);
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const float tanWidth = tanRight - tanLeft;
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const float tanHeight = tanUp - tanDown;
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float matrix[16] = {};
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matrix[0] = 2 / tanWidth;
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matrix[4] = 0;
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matrix[8] = (tanRight + tanLeft) / tanWidth;
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matrix[12] = 0;
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matrix[1] = 0;
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matrix[5] = 2 / tanHeight;
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matrix[9] = (tanUp + tanDown) / tanHeight;
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matrix[13] = 0;
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if (reverseZ) {
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matrix[2] = 0;
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matrix[6] = 0;
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matrix[10] = (2.f * near) / (far - near);
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matrix[14] = ((2.f * near) * far) / (far - near);
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}
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else {
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matrix[2] = 0;
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matrix[6] = 0;
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matrix[10] = -(far + near) / (far - near);
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matrix[14] = -(far * (2.f * near)) / (far - near);
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}
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matrix[3] = 0;
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matrix[7] = 0;
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matrix[11] = -1;
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matrix[15] = 0;
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return osg::Matrix(matrix);
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}
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bool FieldOfView::operator==(const FieldOfView& rhs) const
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{
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return angleDown == rhs.angleDown
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&& angleUp == rhs.angleUp
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&& angleLeft == rhs.angleLeft
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&& angleRight == rhs.angleRight;
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}
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bool View::operator==(const View& rhs) const
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{
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return pose == rhs.pose && fov == rhs.fov;
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}
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std::ostream& operator <<(
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std::ostream& os,
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const Pose& pose)
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{
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os << "position=" << pose.position << ", orientation=" << pose.orientation;
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return os;
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}
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std::ostream& operator <<(
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std::ostream& os,
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const FieldOfView& fov)
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{
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os << "left=" << fov.angleLeft << ", right=" << fov.angleRight << ", down=" << fov.angleDown << ", up=" << fov.angleUp;
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return os;
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}
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std::ostream& operator <<(
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std::ostream& os,
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const View& view)
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{
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os << "pose=< " << view.pose << " >, fov=< " << view.fov << " >";
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return os;
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}
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}
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