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https://github.com/TES3MP/openmw-tes3mp.git
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76 lines
3 KiB
C++
76 lines
3 KiB
C++
#include "vrenvironment.hpp"
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#include "vrsession.hpp"
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#include "vrshadow.hpp"
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#include "../mwrender/vismask.hpp"
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#include <components/sceneutil/mwshadowtechnique.hpp>
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#include <cassert>
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namespace MWVR
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{
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VrShadow::VrShadow()
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: mMasterConfig(new SharedShadowMapConfig)
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, mSlaveConfig(new SharedShadowMapConfig)
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{
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mMasterConfig->_id = "VR";
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mMasterConfig->_master = true;
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mSlaveConfig->_id = "VR";
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mSlaveConfig->_master = false;
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}
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void VrShadow::configureShadowsForCamera(osg::Camera* camera, bool master)
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{
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if(master)
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camera->setUserData(mMasterConfig);
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else
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camera->setUserData(mSlaveConfig);
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}
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void VrShadow::updateShadowConfig(osg::View& view)
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{
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auto* session = Environment::get().getSession();
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auto viewMatrix = view.getCamera()->getViewMatrix();
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auto& poses = session->predictedPoses(VRSession::FramePhase::Update);
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auto& leftView = poses.view[(int)Side::LEFT_SIDE];
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auto& rightView = poses.view[(int)Side::RIGHT_SIDE];
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osg::Vec3d leftEye = leftView.pose.position;
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osg::Vec3d rightEye = rightView.pose.position;
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// The shadow map will be computed from a position P slightly behind the eyes L and R
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// where it creates the minimum frustum encompassing both eyes' frustums.
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// Compute Frustum angles. A simple min/max.
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FieldOfView fov;
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fov.angleLeft = std::min(leftView.fov.angleLeft, rightView.fov.angleLeft);
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fov.angleRight = std::max(leftView.fov.angleRight, rightView.fov.angleRight);
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fov.angleDown = std::min(leftView.fov.angleDown, rightView.fov.angleDown);
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fov.angleUp = std::max(leftView.fov.angleUp, rightView.fov.angleUp);
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// Use the law of sines on the triangle spanning PLR to determine P
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double angleLeft = std::abs(fov.angleLeft);
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double angleRight = std::abs(fov.angleRight);
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double lengthRL = (rightEye - leftEye).length();
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double ratioRL = lengthRL / std::sin(osg::PI - angleLeft - angleRight);
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double lengthLP = ratioRL * std::sin(angleRight);
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osg::Vec3d directionLP = osg::Vec3(std::cos(-angleLeft), std::sin(-angleLeft), 0);
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osg::Vec3d P = leftEye + directionLP * lengthLP;
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// Generate the matrices
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float near_ = Settings::Manager::getFloat("near clip", "Camera");
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float far_ = Settings::Manager::getFloat("viewing distance", "Camera");
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auto modifiedViewMatrix = viewMatrix * session->viewMatrix(P, osg::Quat(0, 0, 0, 1));
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auto projectionMatrix = fov.perspectiveMatrix(near_, far_);
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if (mMasterConfig->_projection == nullptr)
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mMasterConfig->_projection = new osg::RefMatrix;
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if (mMasterConfig->_modelView == nullptr)
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mMasterConfig->_modelView = new osg::RefMatrix;
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mMasterConfig->_referenceFrame = view.getCamera()->getReferenceFrame();
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mMasterConfig->_modelView->set(modifiedViewMatrix);
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mMasterConfig->_projection->set(projectionMatrix);
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}
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}
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