frustum changes

This commit is contained in:
milek7
2018-07-24 18:06:58 +02:00
parent 2f14878676
commit 06de55f48c
2 changed files with 41 additions and 11 deletions

View File

@@ -694,6 +694,21 @@ glm::mat4 opengl_renderer::perspective_projection(float fovy, float aspect, floa
) * glm::perspective(fovy, aspect, near, far);
}
glm::mat4 opengl_renderer::perpsective_frustumtest_projection(float fovy, float aspect, float near, float far)
{
if (GLEW_ARB_clip_control)
{
return glm::mat4( //
1.0f, 0.0f, 0.0f, 0.0f, //
0.0f, 1.0f, 0.0f, 0.0f, //
0.0f, 0.0f, -0.5f, 0.0f, //
0.0f, 0.0f, 0.5f, 1.0f //
) * glm::perspective(fovy, aspect, near, far);
}
else
return perspective_projection(fovy, aspect, near, far);
}
glm::mat4 opengl_renderer::ortho_projection(float l, float r, float b, float t, float near, float far)
{
glm::mat4 proj = glm::ortho(l, r, b, t, near, far);
@@ -766,9 +781,13 @@ void opengl_renderer::setup_pass(renderpass_config &Config, rendermode const Mod
// setup camera
auto &camera = Config.camera;
camera.projection() = glm::mat4(1.f);
glm::dmat4 viewmatrix(1.0);
glm::mat4 frustumtest_proj;
float const fovy = glm::radians(Global.FieldOfView / Global.ZoomFactor);
float const aspect = std::max(1.f, (float)Global.iWindowWidth) / std::max(1.f, (float)Global.iWindowHeight);
switch (Mode)
{
case rendermode::color:
@@ -787,8 +806,9 @@ void opengl_renderer::setup_pass(renderpass_config &Config, rendermode const Mod
// projection
auto const zfar = Config.draw_range * Global.fDistanceFactor * Zfar;
auto const znear = (Znear > 0.f ? Znear * zfar : 0.1f * Global.ZoomFactor);
camera.projection() *=
perspective_projection(glm::radians(Global.FieldOfView / Global.ZoomFactor), std::max(1.f, (float)Global.iWindowWidth) / std::max(1.f, (float)Global.iWindowHeight), znear, zfar);
camera.projection() = perspective_projection(fovy, aspect, znear, zfar);
frustumtest_proj = perpsective_frustumtest_projection(fovy, aspect, znear, zfar);
break;
}
case rendermode::shadows:
@@ -821,7 +841,7 @@ void opengl_renderer::setup_pass(renderpass_config &Config, rendermode const Mod
frustumchunkmax = quantizationstep * glm::ceil(frustumchunkmax * (1.f / quantizationstep));
// ...use the dimensions to set up light projection boundaries...
// NOTE: since we only have one cascade map stage, we extend the chunk forward/back to catch areas normally covered by other stages
camera.projection() *= ortho_projection(frustumchunkmin.x, frustumchunkmax.x, frustumchunkmin.y, frustumchunkmax.y, frustumchunkmin.z - 500.f, frustumchunkmax.z + 500.f);
camera.projection() = ortho_projection(frustumchunkmin.x, frustumchunkmax.x, frustumchunkmin.y, frustumchunkmax.y, frustumchunkmin.z - 500.f, frustumchunkmax.z + 500.f);
/*
// fixed ortho projection from old build, for quick quality comparisons
camera.projection() *=
@@ -849,6 +869,8 @@ void opengl_renderer::setup_pass(renderpass_config &Config, rendermode const Mod
// ... and bake the adjustment into the projection matrix
camera.projection() = glm::translate(glm::mat4{1.f}, glm::vec3{shadowmapadjustment, 0.f}) * camera.projection();
frustumtest_proj = camera.projection();
break;
}
case rendermode::cabshadows:
@@ -860,7 +882,9 @@ void opengl_renderer::setup_pass(renderpass_config &Config, rendermode const Mod
viewmatrix *= glm::lookAt(camera.position(), glm::dvec3{Global.pCameraPosition}, glm::dvec3{0.f, 1.f, 0.f});
// projection
auto const maphalfsize{Config.draw_range * 0.5f};
camera.projection() *= ortho_projection(-maphalfsize, maphalfsize, -maphalfsize, maphalfsize, -Config.draw_range, Config.draw_range);
camera.projection() = ortho_projection(-maphalfsize, maphalfsize, -maphalfsize, maphalfsize, -Config.draw_range, Config.draw_range);
frustumtest_proj = camera.projection();
/*
// adjust the projection to sample complete shadow map texels
auto shadowmaptexel = glm::vec2 { camera.projection() * glm::mat4{ viewmatrix } * glm::vec4{ 0.f, 0.f, 0.f, 1.f } };
@@ -878,8 +902,10 @@ void opengl_renderer::setup_pass(renderpass_config &Config, rendermode const Mod
camera.position() = Global.pCameraPosition;
World.Camera.SetMatrix(viewmatrix);
// projection
camera.projection() *= perspective_projection(glm::radians(Global.FieldOfView / Global.ZoomFactor), std::max(1.f, (float)Global.iWindowWidth) / std::max(1.f, (float)Global.iWindowHeight),
0.1f * Global.ZoomFactor, Config.draw_range * Global.fDistanceFactor);
float near = 0.1f * Global.ZoomFactor;
float far = Config.draw_range * Global.fDistanceFactor;
camera.projection() = perspective_projection(fovy, aspect, near, far);
frustumtest_proj = perpsective_frustumtest_projection(fovy, aspect, near, far);
break;
}
case rendermode::reflections:
@@ -891,7 +917,10 @@ void opengl_renderer::setup_pass(renderpass_config &Config, rendermode const Mod
auto const cubefaceindex = m_environmentcubetextureface;
viewmatrix *= glm::lookAt(camera.position(), camera.position() + cubefacetargetvectors[cubefaceindex], cubefaceupvectors[cubefaceindex]);
// projection
camera.projection() *= perspective_projection(glm::radians(90.f), 1.f, 0.1f * Global.ZoomFactor, Config.draw_range * Global.fDistanceFactor);
float near = 0.1f * Global.ZoomFactor;
float far = Config.draw_range * Global.fDistanceFactor;
camera.projection() = perspective_projection(glm::radians(90.f), 1.f, near, far);
frustumtest_proj = perpsective_frustumtest_projection(glm::radians(90.f), 1.f, near, far);
break;
}
default:
@@ -900,7 +929,7 @@ void opengl_renderer::setup_pass(renderpass_config &Config, rendermode const Mod
}
}
camera.modelview() = viewmatrix;
camera.update_frustum();
camera.update_frustum(frustumtest_proj);
}
void opengl_renderer::setup_matrices()

View File

@@ -62,9 +62,9 @@ class opengl_camera
public:
// methods:
inline void update_frustum()
inline void update_frustum(glm::mat4 frustumtest_proj)
{
update_frustum(m_projection, m_modelview);
update_frustum(frustumtest_proj, m_modelview);
}
void update_frustum(glm::mat4 const &Projection, glm::mat4 const &Modelview);
bool visible(scene::bounding_area const &Area) const;
@@ -347,6 +347,7 @@ class opengl_renderer
GLuint64 m_gllasttime = 0;
glm::mat4 perspective_projection(float fov, float aspect, float z_near, float z_far);
glm::mat4 perpsective_frustumtest_projection(float fov, float aspect, float z_near, float z_far);
glm::mat4 ortho_projection(float left, float right, float bottom, float top, float z_near, float z_far);
std::unique_ptr<gl::shader> m_vertex_shader;