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Add stereoscopic rendering through multiview
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@@ -2186,143 +2186,92 @@ bool RendererSceneCull::_light_instance_update_shadow(Instance *p_instance, cons
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return animated_material_found;
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}
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void RendererSceneCull::render_camera(RID p_render_buffers, RID p_camera, RID p_scenario, RID p_viewport, Size2 p_viewport_size, float p_screen_lod_threshold, RID p_shadow_atlas) {
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// render to mono camera
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void RendererSceneCull::render_camera(RID p_render_buffers, RID p_camera, RID p_scenario, RID p_viewport, Size2 p_viewport_size, float p_screen_lod_threshold, RID p_shadow_atlas, Ref<XRInterface> &p_xr_interface) {
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#ifndef _3D_DISABLED
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Camera *camera = camera_owner.getornull(p_camera);
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ERR_FAIL_COND(!camera);
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/* STEP 1 - SETUP CAMERA */
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CameraMatrix camera_matrix;
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bool ortho = false;
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RendererSceneRender::CameraData camera_data;
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switch (camera->type) {
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case Camera::ORTHOGONAL: {
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camera_matrix.set_orthogonal(
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camera->size,
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p_viewport_size.width / (float)p_viewport_size.height,
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camera->znear,
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camera->zfar,
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camera->vaspect);
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ortho = true;
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} break;
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case Camera::PERSPECTIVE: {
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camera_matrix.set_perspective(
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camera->fov,
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p_viewport_size.width / (float)p_viewport_size.height,
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camera->znear,
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camera->zfar,
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camera->vaspect);
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ortho = false;
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// Setup Camera(s)
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if (p_xr_interface.is_null()) {
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// Normal camera
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Transform3D transform = camera->transform;
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CameraMatrix projection;
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bool vaspect = camera->vaspect;
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bool is_ortogonal = false;
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} break;
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case Camera::FRUSTUM: {
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camera_matrix.set_frustum(
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camera->size,
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p_viewport_size.width / (float)p_viewport_size.height,
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camera->offset,
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camera->znear,
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camera->zfar,
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camera->vaspect);
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ortho = false;
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} break;
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switch (camera->type) {
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case Camera::ORTHOGONAL: {
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projection.set_orthogonal(
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camera->size,
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p_viewport_size.width / (float)p_viewport_size.height,
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camera->znear,
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camera->zfar,
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camera->vaspect);
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is_ortogonal = true;
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} break;
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case Camera::PERSPECTIVE: {
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projection.set_perspective(
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camera->fov,
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p_viewport_size.width / (float)p_viewport_size.height,
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camera->znear,
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camera->zfar,
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camera->vaspect);
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} break;
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case Camera::FRUSTUM: {
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projection.set_frustum(
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camera->size,
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p_viewport_size.width / (float)p_viewport_size.height,
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camera->offset,
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camera->znear,
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camera->zfar,
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camera->vaspect);
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} break;
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}
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camera_data.set_camera(transform, projection, is_ortogonal, vaspect);
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} else {
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// Setup our camera for our XR interface.
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// We can support multiple views here each with their own camera
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Transform3D transforms[RendererSceneRender::MAX_RENDER_VIEWS];
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CameraMatrix projections[RendererSceneRender::MAX_RENDER_VIEWS];
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uint32_t view_count = p_xr_interface->get_view_count();
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ERR_FAIL_COND_MSG(view_count > RendererSceneRender::MAX_RENDER_VIEWS, "Requested view count is not supported");
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float aspect = p_viewport_size.width / (float)p_viewport_size.height;
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Transform3D world_origin = XRServer::get_singleton()->get_world_origin();
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// We ignore our camera position, it will have been positioned with a slightly old tracking position.
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// Instead we take our origin point and have our XR interface add fresh tracking data! Whoohoo!
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for (uint32_t v = 0; v < view_count; v++) {
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transforms[v] = p_xr_interface->get_transform_for_view(v, world_origin);
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projections[v] = p_xr_interface->get_projection_for_view(v, aspect, camera->znear, camera->zfar);
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}
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if (view_count == 1) {
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camera_data.set_camera(transforms[0], projections[0], false, camera->vaspect);
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} else if (view_count == 2) {
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camera_data.set_multiview_camera(view_count, transforms, projections, false, camera->vaspect);
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} else {
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// this won't be called (see fail check above) but keeping this comment to indicate we may support more then 2 views in the future...
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}
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}
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RID environment = _render_get_environment(p_camera, p_scenario);
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RENDER_TIMESTAMP("Update occlusion buffer")
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RendererSceneOcclusionCull::get_singleton()->buffer_update(p_viewport, camera->transform, camera_matrix, ortho, RendererThreadPool::singleton->thread_work_pool);
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// For now just cull on the first camera
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RendererSceneOcclusionCull::get_singleton()->buffer_update(p_viewport, camera_data.main_transform, camera_data.main_projection, camera_data.is_ortogonal, RendererThreadPool::singleton->thread_work_pool);
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_render_scene(camera->transform, camera_matrix, ortho, camera->vaspect, p_render_buffers, environment, camera->effects, camera->visible_layers, p_scenario, p_viewport, p_shadow_atlas, RID(), -1, p_screen_lod_threshold);
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_render_scene(&camera_data, p_render_buffers, environment, camera->effects, camera->visible_layers, p_scenario, p_viewport, p_shadow_atlas, RID(), -1, p_screen_lod_threshold);
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#endif
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}
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void RendererSceneCull::render_camera(RID p_render_buffers, Ref<XRInterface> &p_interface, XRInterface::Eyes p_eye, RID p_camera, RID p_scenario, RID p_viewport, Size2 p_viewport_size, float p_screen_lod_threshold, RID p_shadow_atlas) {
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// render for AR/VR interface
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#if 0
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Camera *camera = camera_owner.getornull(p_camera);
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ERR_FAIL_COND(!camera);
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/* SETUP CAMERA, we are ignoring type and FOV here */
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float aspect = p_viewport_size.width / (float)p_viewport_size.height;
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CameraMatrix camera_matrix = p_interface->get_projection_for_eye(p_eye, aspect, camera->znear, camera->zfar);
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// We also ignore our camera position, it will have been positioned with a slightly old tracking position.
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// Instead we take our origin point and have our ar/vr interface add fresh tracking data! Whoohoo!
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Transform3D world_origin = XRServer::get_singleton()->get_world_origin();
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Transform3D cam_transform = p_interface->get_transform_for_eye(p_eye, world_origin);
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RID environment = _render_get_environment(p_camera, p_scenario);
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// For stereo render we only prepare for our left eye and then reuse the outcome for our right eye
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if (p_eye == XRInterface::EYE_LEFT) {
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// Center our transform, we assume basis is equal.
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Transform3D mono_transform = cam_transform;
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Transform3D right_transform = p_interface->get_transform_for_eye(XRInterface::EYE_RIGHT, world_origin);
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mono_transform.origin += right_transform.origin;
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mono_transform.origin *= 0.5;
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// We need to combine our projection frustums for culling.
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// Ideally we should use our clipping planes for this and combine them,
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// however our shadow map logic uses our projection matrix.
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// Note: as our left and right frustums should be mirrored, we don't need our right projection matrix.
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// - get some base values we need
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float eye_dist = (mono_transform.origin - cam_transform.origin).length();
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float z_near = camera_matrix.get_z_near(); // get our near plane
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float z_far = camera_matrix.get_z_far(); // get our far plane
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float width = (2.0 * z_near) / camera_matrix.matrix[0][0];
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float x_shift = width * camera_matrix.matrix[2][0];
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float height = (2.0 * z_near) / camera_matrix.matrix[1][1];
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float y_shift = height * camera_matrix.matrix[2][1];
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// printf("Eye_dist = %f, Near = %f, Far = %f, Width = %f, Shift = %f\n", eye_dist, z_near, z_far, width, x_shift);
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// - calculate our near plane size (horizontal only, right_near is mirrored)
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float left_near = -eye_dist - ((width - x_shift) * 0.5);
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// - calculate our far plane size (horizontal only, right_far is mirrored)
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float left_far = -eye_dist - (z_far * (width - x_shift) * 0.5 / z_near);
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float left_far_right_eye = eye_dist - (z_far * (width + x_shift) * 0.5 / z_near);
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if (left_far > left_far_right_eye) {
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// on displays smaller then double our iod, the right eye far frustrum can overtake the left eyes.
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left_far = left_far_right_eye;
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}
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// - figure out required z-shift
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float slope = (left_far - left_near) / (z_far - z_near);
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float z_shift = (left_near / slope) - z_near;
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// - figure out new vertical near plane size (this will be slightly oversized thanks to our z-shift)
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float top_near = (height - y_shift) * 0.5;
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top_near += (top_near / z_near) * z_shift;
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float bottom_near = -(height + y_shift) * 0.5;
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bottom_near += (bottom_near / z_near) * z_shift;
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// printf("Left_near = %f, Left_far = %f, Top_near = %f, Bottom_near = %f, Z_shift = %f\n", left_near, left_far, top_near, bottom_near, z_shift);
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// - generate our frustum
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CameraMatrix combined_matrix;
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combined_matrix.set_frustum(left_near, -left_near, bottom_near, top_near, z_near + z_shift, z_far + z_shift);
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// and finally move our camera back
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Transform3D apply_z_shift;
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apply_z_shift.origin = Vector3(0.0, 0.0, z_shift); // z negative is forward so this moves it backwards
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mono_transform *= apply_z_shift;
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// now prepare our scene with our adjusted transform projection matrix
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_prepare_scene(mono_transform, combined_matrix, false, false, p_render_buffers, environment, camera->visible_layers, p_scenario, p_shadow_atlas, RID(), p_screen_lod_threshold);
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} else if (p_eye == XRInterface::EYE_MONO) {
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// For mono render, prepare as per usual
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_prepare_scene(cam_transform, camera_matrix, false, false, p_render_buffers, environment, camera->visible_layers, p_scenario, p_shadow_atlas, RID(), p_screen_lod_threshold);
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}
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// And render our scene...
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_render_scene(p_render_buffers, cam_transform, camera_matrix, false, environment, camera->effects, p_scenario, p_shadow_atlas, RID(), -1, p_screen_lod_threshold);
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#endif
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};
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void RendererSceneCull::_frustum_cull_threaded(uint32_t p_thread, CullData *cull_data) {
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uint32_t cull_total = cull_data->scenario->instance_data.size();
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uint32_t total_threads = RendererThreadPool::singleton->thread_work_pool.get_thread_count();
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@@ -2544,11 +2493,7 @@ void RendererSceneCull::_frustum_cull(CullData &cull_data, FrustumCullResult &cu
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}
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}
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void RendererSceneCull::_render_scene(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_render_buffers, RID p_environment, RID p_force_camera_effects, uint32_t p_visible_layers, RID p_scenario, RID p_viewport, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold, bool p_using_shadows) {
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// Note, in stereo rendering:
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// - p_cam_transform will be a transform in the middle of our two eyes
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// - p_cam_projection is a wider frustrum that encompasses both eyes
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void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_camera_data, RID p_render_buffers, RID p_environment, RID p_force_camera_effects, uint32_t p_visible_layers, RID p_scenario, RID p_viewport, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold, bool p_using_shadows) {
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Instance *render_reflection_probe = instance_owner.getornull(p_reflection_probe); //if null, not rendering to it
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Scenario *scenario = scenario_owner.getornull(p_scenario);
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@@ -2559,16 +2504,16 @@ void RendererSceneCull::_render_scene(const Transform3D &p_cam_transform, const
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if (p_render_buffers.is_valid()) {
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//no rendering code here, this is only to set up what needs to be done, request regions, etc.
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scene_render->sdfgi_update(p_render_buffers, p_environment, p_cam_transform.origin); //update conditions for SDFGI (whether its used or not)
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scene_render->sdfgi_update(p_render_buffers, p_environment, p_camera_data->main_transform.origin); //update conditions for SDFGI (whether its used or not)
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}
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RENDER_TIMESTAMP("Frustum Culling");
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//rasterizer->set_camera(camera->transform, camera_matrix,ortho);
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//rasterizer->set_camera(p_camera_data->main_transform, p_camera_data.main_projection, p_camera_data.is_ortogonal);
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Vector<Plane> planes = p_cam_projection.get_projection_planes(p_cam_transform);
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Vector<Plane> planes = p_camera_data->main_projection.get_projection_planes(p_camera_data->main_transform);
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Plane near_plane(p_cam_transform.origin, -p_cam_transform.basis.get_axis(2).normalized());
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Plane near_plane(p_camera_data->main_transform.origin, -p_camera_data->main_transform.basis.get_axis(2).normalized());
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/* STEP 2 - CULL */
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@@ -2606,7 +2551,7 @@ void RendererSceneCull::_render_scene(const Transform3D &p_cam_transform, const
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scene_render->set_directional_shadow_count(lights_with_shadow.size());
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for (int i = 0; i < lights_with_shadow.size(); i++) {
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_light_instance_setup_directional_shadow(i, lights_with_shadow[i], p_cam_transform, p_cam_projection, p_cam_orthogonal, p_cam_vaspect);
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_light_instance_setup_directional_shadow(i, lights_with_shadow[i], p_camera_data->main_transform, p_camera_data->main_projection, p_camera_data->is_ortogonal, p_camera_data->vaspect);
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}
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}
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@@ -2647,11 +2592,11 @@ void RendererSceneCull::_render_scene(const Transform3D &p_cam_transform, const
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cull_data.cull = &cull;
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cull_data.scenario = scenario;
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cull_data.shadow_atlas = p_shadow_atlas;
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cull_data.cam_transform = p_cam_transform;
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cull_data.cam_transform = p_camera_data->main_transform;
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cull_data.visible_layers = p_visible_layers;
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cull_data.render_reflection_probe = render_reflection_probe;
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cull_data.occlusion_buffer = RendererSceneOcclusionCull::get_singleton()->buffer_get_ptr(p_viewport);
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cull_data.camera_matrix = &p_cam_projection;
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cull_data.camera_matrix = &p_camera_data->main_projection;
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//#define DEBUG_CULL_TIME
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#ifdef DEBUG_CULL_TIME
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uint64_t time_from = OS::get_singleton()->get_ticks_usec();
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@@ -2726,12 +2671,12 @@ void RendererSceneCull::_render_scene(const Transform3D &p_cam_transform, const
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{ //compute coverage
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Transform3D cam_xf = p_cam_transform;
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float zn = p_cam_projection.get_z_near();
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Transform3D cam_xf = p_camera_data->main_transform;
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float zn = p_camera_data->main_projection.get_z_near();
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Plane p(cam_xf.origin + cam_xf.basis.get_axis(2) * -zn, -cam_xf.basis.get_axis(2)); //camera near plane
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// near plane half width and height
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Vector2 vp_half_extents = p_cam_projection.get_viewport_half_extents();
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Vector2 vp_half_extents = p_camera_data->main_projection.get_viewport_half_extents();
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switch (RSG::storage->light_get_type(ins->base)) {
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case RS::LIGHT_OMNI: {
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@@ -2743,7 +2688,7 @@ void RendererSceneCull::_render_scene(const Transform3D &p_cam_transform, const
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ins->transform.origin + cam_xf.basis.get_axis(0) * radius
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};
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if (!p_cam_orthogonal) {
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if (!p_camera_data->is_ortogonal) {
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//if using perspetive, map them to near plane
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for (int j = 0; j < 2; j++) {
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if (p.distance_to(points[j]) < 0) {
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@@ -2771,7 +2716,7 @@ void RendererSceneCull::_render_scene(const Transform3D &p_cam_transform, const
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base + cam_xf.basis.get_axis(0) * w
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};
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if (!p_cam_orthogonal) {
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if (!p_camera_data->is_ortogonal) {
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//if using perspetive, map them to near plane
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for (int j = 0; j < 2; j++) {
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if (p.distance_to(points[j]) < 0) {
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@@ -2802,7 +2747,7 @@ void RendererSceneCull::_render_scene(const Transform3D &p_cam_transform, const
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if (redraw && max_shadows_used < MAX_UPDATE_SHADOWS) {
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//must redraw!
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RENDER_TIMESTAMP(">Rendering Light " + itos(i));
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light->shadow_dirty = _light_instance_update_shadow(ins, p_cam_transform, p_cam_projection, p_cam_orthogonal, p_cam_vaspect, p_shadow_atlas, scenario, p_screen_lod_threshold);
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light->shadow_dirty = _light_instance_update_shadow(ins, p_camera_data->main_transform, p_camera_data->main_projection, p_camera_data->is_ortogonal, p_camera_data->vaspect, p_shadow_atlas, scenario, p_screen_lod_threshold);
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RENDER_TIMESTAMP("<Rendering Light " + itos(i));
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} else {
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light->shadow_dirty = redraw;
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@@ -2864,7 +2809,7 @@ void RendererSceneCull::_render_scene(const Transform3D &p_cam_transform, const
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}
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RENDER_TIMESTAMP("Render Scene ");
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scene_render->render_scene(p_render_buffers, p_cam_transform, p_cam_projection, p_cam_orthogonal, frustum_cull_result.geometry_instances, frustum_cull_result.light_instances, frustum_cull_result.reflections, frustum_cull_result.voxel_gi_instances, frustum_cull_result.decals, frustum_cull_result.lightmaps, p_environment, camera_effects, p_shadow_atlas, occluders_tex, p_reflection_probe.is_valid() ? RID() : scenario->reflection_atlas, p_reflection_probe, p_reflection_probe_pass, p_screen_lod_threshold, render_shadow_data, max_shadows_used, render_sdfgi_data, cull.sdfgi.region_count, &sdfgi_update_data);
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scene_render->render_scene(p_render_buffers, p_camera_data, frustum_cull_result.geometry_instances, frustum_cull_result.light_instances, frustum_cull_result.reflections, frustum_cull_result.voxel_gi_instances, frustum_cull_result.decals, frustum_cull_result.lightmaps, p_environment, camera_effects, p_shadow_atlas, occluders_tex, p_reflection_probe.is_valid() ? RID() : scenario->reflection_atlas, p_reflection_probe, p_reflection_probe_pass, p_screen_lod_threshold, render_shadow_data, max_shadows_used, render_sdfgi_data, cull.sdfgi.region_count, &sdfgi_update_data);
|
||||
|
||||
for (uint32_t i = 0; i < max_shadows_used; i++) {
|
||||
render_shadow_data[i].instances.clear();
|
||||
@@ -2911,7 +2856,11 @@ void RendererSceneCull::render_empty_scene(RID p_render_buffers, RID p_scenario,
|
||||
environment = scenario->fallback_environment;
|
||||
}
|
||||
RENDER_TIMESTAMP("Render Empty Scene ");
|
||||
scene_render->render_scene(p_render_buffers, Transform3D(), CameraMatrix(), true, PagedArray<RendererSceneRender::GeometryInstance *>(), PagedArray<RID>(), PagedArray<RID>(), PagedArray<RID>(), PagedArray<RID>(), PagedArray<RID>(), RID(), RID(), p_shadow_atlas, RID(), scenario->reflection_atlas, RID(), 0, 0, nullptr, 0, nullptr, 0, nullptr);
|
||||
|
||||
RendererSceneRender::CameraData camera_data;
|
||||
camera_data.set_camera(Transform3D(), CameraMatrix(), true, false);
|
||||
|
||||
scene_render->render_scene(p_render_buffers, &camera_data, PagedArray<RendererSceneRender::GeometryInstance *>(), PagedArray<RID>(), PagedArray<RID>(), PagedArray<RID>(), PagedArray<RID>(), PagedArray<RID>(), RID(), RID(), p_shadow_atlas, RID(), scenario->reflection_atlas, RID(), 0, 0, nullptr, 0, nullptr, 0, nullptr);
|
||||
#endif
|
||||
}
|
||||
|
||||
@@ -2981,7 +2930,10 @@ bool RendererSceneCull::_render_reflection_probe_step(Instance *p_instance, int
|
||||
}
|
||||
|
||||
RENDER_TIMESTAMP("Render Reflection Probe, Step " + itos(p_step));
|
||||
_render_scene(xform, cm, false, false, RID(), environment, RID(), RSG::storage->reflection_probe_get_cull_mask(p_instance->base), p_instance->scenario->self, RID(), shadow_atlas, reflection_probe->instance, p_step, lod_threshold, use_shadows);
|
||||
RendererSceneRender::CameraData camera_data;
|
||||
camera_data.set_camera(xform, cm, false, false);
|
||||
|
||||
_render_scene(&camera_data, RID(), environment, RID(), RSG::storage->reflection_probe_get_cull_mask(p_instance->base), p_instance->scenario->self, RID(), shadow_atlas, reflection_probe->instance, p_step, lod_threshold, use_shadows);
|
||||
|
||||
} else {
|
||||
//do roughness postprocess step until it believes it's done
|
||||
|
||||
Reference in New Issue
Block a user