mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-03-22 15:05:03 +01:00
frustum changes
This commit is contained in:
47
renderer.cpp
47
renderer.cpp
@@ -694,6 +694,21 @@ glm::mat4 opengl_renderer::perspective_projection(float fovy, float aspect, floa
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) * glm::perspective(fovy, aspect, near, far);
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}
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glm::mat4 opengl_renderer::perpsective_frustumtest_projection(float fovy, float aspect, float near, float far)
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{
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if (GLEW_ARB_clip_control)
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{
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return glm::mat4( //
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1.0f, 0.0f, 0.0f, 0.0f, //
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0.0f, 1.0f, 0.0f, 0.0f, //
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0.0f, 0.0f, -0.5f, 0.0f, //
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0.0f, 0.0f, 0.5f, 1.0f //
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) * glm::perspective(fovy, aspect, near, far);
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}
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else
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return perspective_projection(fovy, aspect, near, far);
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}
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glm::mat4 opengl_renderer::ortho_projection(float l, float r, float b, float t, float near, float far)
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{
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glm::mat4 proj = glm::ortho(l, r, b, t, near, far);
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@@ -766,9 +781,13 @@ void opengl_renderer::setup_pass(renderpass_config &Config, rendermode const Mod
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// setup camera
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auto &camera = Config.camera;
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camera.projection() = glm::mat4(1.f);
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glm::dmat4 viewmatrix(1.0);
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glm::mat4 frustumtest_proj;
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float const fovy = glm::radians(Global.FieldOfView / Global.ZoomFactor);
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float const aspect = std::max(1.f, (float)Global.iWindowWidth) / std::max(1.f, (float)Global.iWindowHeight);
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switch (Mode)
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{
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case rendermode::color:
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@@ -787,8 +806,9 @@ void opengl_renderer::setup_pass(renderpass_config &Config, rendermode const Mod
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// projection
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auto const zfar = Config.draw_range * Global.fDistanceFactor * Zfar;
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auto const znear = (Znear > 0.f ? Znear * zfar : 0.1f * Global.ZoomFactor);
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camera.projection() *=
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perspective_projection(glm::radians(Global.FieldOfView / Global.ZoomFactor), std::max(1.f, (float)Global.iWindowWidth) / std::max(1.f, (float)Global.iWindowHeight), znear, zfar);
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camera.projection() = perspective_projection(fovy, aspect, znear, zfar);
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frustumtest_proj = perpsective_frustumtest_projection(fovy, aspect, znear, zfar);
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break;
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}
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case rendermode::shadows:
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@@ -821,7 +841,7 @@ void opengl_renderer::setup_pass(renderpass_config &Config, rendermode const Mod
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frustumchunkmax = quantizationstep * glm::ceil(frustumchunkmax * (1.f / quantizationstep));
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// ...use the dimensions to set up light projection boundaries...
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// NOTE: since we only have one cascade map stage, we extend the chunk forward/back to catch areas normally covered by other stages
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camera.projection() *= ortho_projection(frustumchunkmin.x, frustumchunkmax.x, frustumchunkmin.y, frustumchunkmax.y, frustumchunkmin.z - 500.f, frustumchunkmax.z + 500.f);
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camera.projection() = ortho_projection(frustumchunkmin.x, frustumchunkmax.x, frustumchunkmin.y, frustumchunkmax.y, frustumchunkmin.z - 500.f, frustumchunkmax.z + 500.f);
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/*
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// fixed ortho projection from old build, for quick quality comparisons
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camera.projection() *=
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@@ -849,6 +869,8 @@ void opengl_renderer::setup_pass(renderpass_config &Config, rendermode const Mod
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// ... and bake the adjustment into the projection matrix
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camera.projection() = glm::translate(glm::mat4{1.f}, glm::vec3{shadowmapadjustment, 0.f}) * camera.projection();
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frustumtest_proj = camera.projection();
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break;
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}
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case rendermode::cabshadows:
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@@ -860,7 +882,9 @@ void opengl_renderer::setup_pass(renderpass_config &Config, rendermode const Mod
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viewmatrix *= glm::lookAt(camera.position(), glm::dvec3{Global.pCameraPosition}, glm::dvec3{0.f, 1.f, 0.f});
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// projection
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auto const maphalfsize{Config.draw_range * 0.5f};
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camera.projection() *= ortho_projection(-maphalfsize, maphalfsize, -maphalfsize, maphalfsize, -Config.draw_range, Config.draw_range);
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camera.projection() = ortho_projection(-maphalfsize, maphalfsize, -maphalfsize, maphalfsize, -Config.draw_range, Config.draw_range);
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frustumtest_proj = camera.projection();
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/*
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// adjust the projection to sample complete shadow map texels
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auto shadowmaptexel = glm::vec2 { camera.projection() * glm::mat4{ viewmatrix } * glm::vec4{ 0.f, 0.f, 0.f, 1.f } };
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@@ -878,8 +902,10 @@ void opengl_renderer::setup_pass(renderpass_config &Config, rendermode const Mod
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camera.position() = Global.pCameraPosition;
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World.Camera.SetMatrix(viewmatrix);
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// projection
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camera.projection() *= perspective_projection(glm::radians(Global.FieldOfView / Global.ZoomFactor), std::max(1.f, (float)Global.iWindowWidth) / std::max(1.f, (float)Global.iWindowHeight),
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0.1f * Global.ZoomFactor, Config.draw_range * Global.fDistanceFactor);
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float near = 0.1f * Global.ZoomFactor;
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float far = Config.draw_range * Global.fDistanceFactor;
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camera.projection() = perspective_projection(fovy, aspect, near, far);
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frustumtest_proj = perpsective_frustumtest_projection(fovy, aspect, near, far);
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break;
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}
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case rendermode::reflections:
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@@ -891,7 +917,10 @@ void opengl_renderer::setup_pass(renderpass_config &Config, rendermode const Mod
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auto const cubefaceindex = m_environmentcubetextureface;
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viewmatrix *= glm::lookAt(camera.position(), camera.position() + cubefacetargetvectors[cubefaceindex], cubefaceupvectors[cubefaceindex]);
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// projection
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camera.projection() *= perspective_projection(glm::radians(90.f), 1.f, 0.1f * Global.ZoomFactor, Config.draw_range * Global.fDistanceFactor);
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float near = 0.1f * Global.ZoomFactor;
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float far = Config.draw_range * Global.fDistanceFactor;
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camera.projection() = perspective_projection(glm::radians(90.f), 1.f, near, far);
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frustumtest_proj = perpsective_frustumtest_projection(glm::radians(90.f), 1.f, near, far);
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break;
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}
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default:
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@@ -900,7 +929,7 @@ void opengl_renderer::setup_pass(renderpass_config &Config, rendermode const Mod
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}
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}
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camera.modelview() = viewmatrix;
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camera.update_frustum();
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camera.update_frustum(frustumtest_proj);
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}
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void opengl_renderer::setup_matrices()
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@@ -62,9 +62,9 @@ class opengl_camera
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public:
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// methods:
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inline void update_frustum()
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inline void update_frustum(glm::mat4 frustumtest_proj)
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{
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update_frustum(m_projection, m_modelview);
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update_frustum(frustumtest_proj, m_modelview);
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}
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void update_frustum(glm::mat4 const &Projection, glm::mat4 const &Modelview);
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bool visible(scene::bounding_area const &Area) const;
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@@ -347,6 +347,7 @@ class opengl_renderer
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GLuint64 m_gllasttime = 0;
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glm::mat4 perspective_projection(float fov, float aspect, float z_near, float z_far);
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glm::mat4 perpsective_frustumtest_projection(float fov, float aspect, float z_near, float z_far);
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glm::mat4 ortho_projection(float left, float right, float bottom, float top, float z_near, float z_far);
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std::unique_ptr<gl::shader> m_vertex_shader;
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