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openmw-tes3mp/components/misc/stereo.cpp
2020-09-14 22:17:07 +02:00

463 lines
17 KiB
C++

#include "stereo.hpp"
#include <osg/io_utils>
#include <osg/ViewportIndexed>
#include <osgUtil/CullVisitor>
#include <osgViewer/Viewer>
#include <iostream>
#include <components/debug/debuglog.hpp>
#include <components/sceneutil/statesetupdater.hpp>
#include <components/sceneutil/visitor.hpp>
namespace Misc
{
Pose Pose::operator+(const Pose& rhs)
{
Pose pose = *this;
pose.position += this->orientation * rhs.position;
pose.orientation = rhs.orientation * this->orientation;
return pose;
}
const Pose& Pose::operator+=(const Pose& rhs)
{
*this = *this + rhs;
return *this;
}
Pose Pose::operator*(float scalar)
{
Pose pose = *this;
pose.position *= scalar;
return pose;
}
const Pose& Pose::operator*=(float scalar)
{
*this = *this * scalar;
return *this;
}
Pose Pose::operator/(float scalar)
{
Pose pose = *this;
pose.position /= scalar;
return pose;
}
const Pose& Pose::operator/=(float scalar)
{
*this = *this / scalar;
return *this;
}
bool Pose::operator==(const Pose& rhs) const
{
return position == rhs.position && orientation == rhs.orientation;
}
osg::Matrix Pose::viewMatrix(bool useGLConventions)
{
if (useGLConventions)
{
// When applied as an offset to an existing view matrix,
// that view matrix will already convert points to a camera space
// with opengl conventions. So we need to convert offsets to opengl
// conventions.
float y = position.y();
float z = position.z();
position.y() = z;
position.z() = -y;
y = orientation.y();
z = orientation.z();
orientation.y() = z;
orientation.z() = -y;
osg::Matrix viewMatrix;
viewMatrix.setTrans(-position);
viewMatrix.postMultRotate(orientation.conj());
return viewMatrix;
}
else
{
osg::Vec3d forward = orientation * osg::Vec3d(0, 1, 0);
osg::Vec3d up = orientation * osg::Vec3d(0, 0, 1);
osg::Matrix viewMatrix;
viewMatrix.makeLookAt(position, position + forward, up);
return viewMatrix;
}
}
bool FieldOfView::operator==(const FieldOfView& rhs) const
{
return angleDown == rhs.angleDown
&& angleUp == rhs.angleUp
&& angleLeft == rhs.angleLeft
&& angleRight == rhs.angleRight;
}
// near and far named with an underscore because of windows' headers galaxy brain defines.
osg::Matrix FieldOfView::perspectiveMatrix(float near_, float far_)
{
const float tanLeft = tanf(angleLeft);
const float tanRight = tanf(angleRight);
const float tanDown = tanf(angleDown);
const float tanUp = tanf(angleUp);
const float tanWidth = tanRight - tanLeft;
const float tanHeight = tanUp - tanDown;
const float offset = near_;
float matrix[16] = {};
matrix[0] = 2 / tanWidth;
matrix[4] = 0;
matrix[8] = (tanRight + tanLeft) / tanWidth;
matrix[12] = 0;
matrix[1] = 0;
matrix[5] = 2 / tanHeight;
matrix[9] = (tanUp + tanDown) / tanHeight;
matrix[13] = 0;
if (far_ <= near_) {
matrix[2] = 0;
matrix[6] = 0;
matrix[10] = -1;
matrix[14] = -(near_ + offset);
}
else {
matrix[2] = 0;
matrix[6] = 0;
matrix[10] = -(far_ + offset) / (far_ - near_);
matrix[14] = -(far_ * (near_ + offset)) / (far_ - near_);
}
matrix[3] = 0;
matrix[7] = 0;
matrix[11] = -1;
matrix[15] = 0;
return osg::Matrix(matrix);
}
bool View::operator==(const View& rhs) const
{
return pose == rhs.pose && fov == rhs.fov;
}
std::ostream& operator <<(
std::ostream& os,
const Pose& pose)
{
os << "position=" << pose.position << ", orientation=" << pose.orientation;
return os;
}
std::ostream& operator <<(
std::ostream& os,
const FieldOfView& fov)
{
os << "left=" << fov.angleLeft << ", right=" << fov.angleRight << ", down=" << fov.angleDown << ", up=" << fov.angleUp;
return os;
}
std::ostream& operator <<(
std::ostream& os,
const View& view)
{
os << "pose=< " << view.pose << " >, fov=< " << view.fov << " >";
return os;
}
/// Why are you like this
class TestCullCallback : public osg::NodeCallback
{
public:
TestCullCallback() {}
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
{
//Log(Debug::Verbose) << "Cull: " << node->getName();
osgUtil::CullVisitor* cv = static_cast<osgUtil::CullVisitor*>(nv);
traverse(node, nv);
}
};
class StereoUpdateCallback : public osg::Callback
{
public:
StereoUpdateCallback(StereoView* node) : mNode(node) {}
bool run(osg::Object* object, osg::Object* data) override
{
//Log(Debug::Verbose) << "StereoUpdateCallback";
auto b = traverse(object, data);
//mNode->update();
return b;
}
StereoView* mNode;
};
class StereoUpdater : public SceneUtil::StateSetUpdater
{
public:
StereoUpdater(StereoView* view)
: stereoView(view)
{
}
protected:
virtual void setDefaults(osg::StateSet* stateset)
{
auto stereoViewMatrixUniform = new osg::Uniform(osg::Uniform::FLOAT_MAT4, "stereoViewMatrices", 2);
stateset->addUniform(stereoViewMatrixUniform, osg::StateAttribute::OVERRIDE);
auto stereoViewProjectionsUniform = new osg::Uniform(osg::Uniform::FLOAT_MAT4, "stereoViewProjections", 2);
stateset->addUniform(stereoViewProjectionsUniform);
auto geometryPassthroughUniform = new osg::Uniform("geometryPassthrough", false);
stateset->addUniform(geometryPassthroughUniform);
}
virtual void apply(osg::StateSet* stateset, osg::NodeVisitor* /*nv*/)
{
stereoView->update(stateset);
}
private:
StereoView* stereoView;
};
StereoView::StereoView(osgViewer::Viewer* viewer, osg::Node::NodeMask geometryShaderMask, osg::Node::NodeMask bruteForceMask)
: osg::Group()
, mViewer(viewer)
, mMainCamera(mViewer->getCamera())
, mRoot(viewer->getSceneData()->asGroup())
, mGeometryShaderMask(geometryShaderMask)
, mBruteForceMask(bruteForceMask)
{
SceneUtil::FindByNameVisitor findScene("Scene Root");
mRoot->accept(findScene);
mScene = findScene.mFoundNode;
if (!mScene)
throw std::logic_error("Couldn't find scene root");
setName("Sky Root");
mRoot->setDataVariance(osg::Object::STATIC);
setDataVariance(osg::Object::STATIC);
mLeftCamera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
mLeftCamera->setProjectionResizePolicy(osg::Camera::FIXED);
mLeftCamera->setProjectionMatrix(osg::Matrix::identity());
mLeftCamera->setViewMatrix(osg::Matrix::identity());
mLeftCamera->setRenderOrder(osg::Camera::NESTED_RENDER);
mLeftCamera->setClearMask(GL_NONE);
mLeftCamera->setCullMask(bruteForceMask);
mLeftCamera->setName("Stereo Left");
mLeftCamera->setDataVariance(osg::Object::STATIC);
mRightCamera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
mRightCamera->setProjectionResizePolicy(osg::Camera::FIXED);
mRightCamera->setProjectionMatrix(osg::Matrix::identity());
mRightCamera->setViewMatrix(osg::Matrix::identity());
mRightCamera->setRenderOrder(osg::Camera::NESTED_RENDER);
mRightCamera->setClearMask(GL_NONE);
mRightCamera->setCullMask(bruteForceMask);
mRightCamera->setName("Stereo Right");
mRightCamera->setDataVariance(osg::Object::STATIC);
mMainCamera->setCullMask(geometryShaderMask);
// Inject self as the root of the scene graph, and split into geometry-shader stereo and brute force stereo.
addChild(mStereoGeometryShaderRoot);
mStereoGeometryShaderRoot->addChild(mRoot);
addChild(mStereoBruteForceRoot);
mStereoBruteForceRoot->addChild(mLeftCamera);
mLeftCamera->addChild(mScene); // Use scene directly to avoid redundant shadow computation.
mStereoBruteForceRoot->addChild(mRightCamera);
mRightCamera->addChild(mScene);
viewer->setSceneData(this);
addCullCallback(new StereoUpdater(this));
// Do a blank double buffering of camera statesets on update. StereoView::Update() apply actual changes during cull;
mLeftCamera->setUpdateCallback(new SceneUtil::StateSetUpdater());
mRightCamera->setUpdateCallback(new SceneUtil::StateSetUpdater());
}
void StereoView::update(osg::StateSet* stateset)
{
auto viewMatrix = mViewer->getCamera()->getViewMatrix();
auto projectionMatrix = mViewer->getCamera()->getProjectionMatrix();
View left{};
View right{};
double near = 1.f;
double far = 10000.f;
if (!cb)
{
Log(Debug::Error) << "No update view callback. Stereo rendering will not work.";
}
cb->updateView(left, right, near, far);
osg::Vec3d leftEye = left.pose.position;
osg::Vec3d rightEye = right.pose.position;
osg::Matrix leftViewOffset = left.pose.viewMatrix(true);
osg::Matrix rightViewOffset = right.pose.viewMatrix(true);
osg::Matrix leftViewMatrix = viewMatrix * leftViewOffset;
osg::Matrix rightViewMatrix = viewMatrix * rightViewOffset;
osg::Matrix leftProjectionMatrix = left.fov.perspectiveMatrix(near, far);
osg::Matrix rightProjectionMatrix = right.fov.perspectiveMatrix(near, far);
mRightCamera->setViewMatrix(leftViewMatrix);
mLeftCamera->setViewMatrix(rightViewMatrix);
mRightCamera->setProjectionMatrix(leftProjectionMatrix);
mLeftCamera->setProjectionMatrix(rightProjectionMatrix);
// Manage viewports in update to automatically catch window/resolution changes.
auto width = mMainCamera->getViewport()->width();
auto height = mMainCamera->getViewport()->height();
mLeftCamera->getOrCreateStateSet()->setAttribute(new osg::ViewportIndexed(0, 0, 0, width / 2, height), osg::StateAttribute::OVERRIDE);
mRightCamera->getOrCreateStateSet()->setAttribute(new osg::ViewportIndexed(0, width / 2, 0, width / 2, height), osg::StateAttribute::OVERRIDE);
stateset->setAttribute(new osg::ViewportIndexed(0, 0, 0, width / 2, height));
stateset->setAttribute(new osg::ViewportIndexed(1, width / 2, 0, width / 2, height));
// The persepctive frustum will be computed from a position P slightly behind the eyes L and R
// where it creates the minimum frustum encompassing both eyes' frustums.
// NOTE: I make an assumption that the eyes lie in a horizontal plane relative to the base view,
// and lie mirrored around the Y axis (straight ahead).
// Re-think this if that turns out to be a bad assumption
View frustumView;
// Compute Frustum angles. A simple min/max.
/* Example values for reference:
Left:
angleLeft -0.767549932 float
angleRight 0.620896876 float
angleDown -0.837898076 float
angleUp 0.726982594 float
Right:
angleLeft -0.620896876 float
angleRight 0.767549932 float
angleDown -0.837898076 float
angleUp 0.726982594 float
*/
frustumView.fov.angleLeft = std::min(left.fov.angleLeft, right.fov.angleLeft);
frustumView.fov.angleRight = std::max(left.fov.angleRight, right.fov.angleRight);
frustumView.fov.angleDown = std::min(left.fov.angleDown, right.fov.angleDown);
frustumView.fov.angleUp = std::max(left.fov.angleUp, right.fov.angleUp);
// Check that the case works for this approach
auto maxAngle = std::max(frustumView.fov.angleRight - frustumView.fov.angleLeft, frustumView.fov.angleUp - frustumView.fov.angleDown);
if (maxAngle > osg::PI)
{
Log(Debug::Error) << "Total FOV exceeds 180 degrees. Case cannot be culled in single-pass VR. Disabling culling to cope. Consider switching to dual-pass VR.";
mMainCamera->setCullingActive(false);
return;
// TODO: An explicit frustum projection could cope, so implement that later. Guarantee you there will be VR headsets with total fov > 180 in the future. Maybe already.
}
// Use the law of sines on the triangle spanning PLR to determine P
double angleLeft = std::abs(frustumView.fov.angleLeft);
double angleRight = std::abs(frustumView.fov.angleRight);
double lengthRL = (rightEye - leftEye).length();
double ratioRL = lengthRL / std::sin(osg::PI - angleLeft - angleRight);
double lengthLP = ratioRL * std::sin(angleRight);
osg::Vec3d directionLP = osg::Vec3(std::cos(-angleLeft), std::sin(-angleLeft), 0);
osg::Vec3d LP = directionLP * lengthLP;
frustumView.pose.position = leftEye + LP;
// Base view position is 0.0, by definition.
// The length of the vector P is therefore the required offset to near/far.
auto nearFarOffset = frustumView.pose.position.length();
// Generate the frustum matrices
auto frustumViewMatrix = viewMatrix * frustumView.pose.viewMatrix(true);
auto frustumProjectionMatrix = frustumView.fov.perspectiveMatrix(near + nearFarOffset, far + nearFarOffset);
auto frustumViewMatrixInverse = osg::Matrix::inverse(projectionMatrix) * osg::Matrix::inverse(viewMatrix);
// Update camera with frustum matrices
mMainCamera->setViewMatrix(frustumViewMatrix);
mMainCamera->setProjectionMatrix(frustumProjectionMatrix);
mStereoGeometryShaderRoot->setStateSet(stateset);
// Create and/or update stereo uniforms
auto* stereoViewMatrixUniform = stateset->getUniform("stereoViewMatrices");
auto* stereoViewProjectionsUniform = stateset->getUniform("stereoViewProjections");
stereoViewMatrixUniform->setElement(1, frustumViewMatrixInverse * leftViewMatrix);
stereoViewMatrixUniform->setElement(0, frustumViewMatrixInverse * rightViewMatrix);
stereoViewProjectionsUniform->setElement(1, frustumViewMatrixInverse * rightViewMatrix * leftProjectionMatrix);
stereoViewProjectionsUniform->setElement(0, frustumViewMatrixInverse * rightViewMatrix * rightProjectionMatrix);
}
void StereoView::setUpdateViewCallback(std::shared_ptr<UpdateViewCallback> cb)
{
this->cb = cb;
}
void StereoView::useSlaveCameraAtIndex(int index)
{
if (mViewer->getNumSlaves() <= index)
{
Log(Debug::Error) << "Requested slave at index " << index << " but no such slave exists";
return;
}
mMainCamera = mViewer->getSlave(index)._camera;
mMainCamera->setCullMask(mGeometryShaderMask);
}
void disableStereoForCamera(osg::Camera* camera)
{
auto* viewport = camera->getViewport();
camera->getOrCreateStateSet()->setAttribute(new osg::ViewportIndexed(0, viewport->x(), viewport->y(), viewport->width(), viewport->height()), osg::StateAttribute::OVERRIDE);
camera->getOrCreateStateSet()->addUniform(new osg::Uniform("geometryPassthrough", true), osg::StateAttribute::OVERRIDE);
}
void enableStereoForCamera(osg::Camera* camera, bool horizontalSplit)
{
auto* viewport = camera->getViewport();
auto x1 = viewport->x();
auto y1 = viewport->y();
auto width = viewport->width();
auto height = viewport->height();
auto x2 = x1;
auto y2 = y1;
if (horizontalSplit)
{
width /= 2;
x2 += width;
}
else
{
height /= 2;
y2 += height;
}
camera->getOrCreateStateSet()->setAttribute(new osg::ViewportIndexed(0, x1, y1, width, height));
camera->getOrCreateStateSet()->setAttribute(new osg::ViewportIndexed(1, x2, y2, width, height));
camera->getOrCreateStateSet()->addUniform(new osg::Uniform("geometryPassthrough", false));
}
void StereoView::DefaultUpdateViewCallback::updateView(View& left, View& right, double& near, double& far)
{
left.pose.position = osg::Vec3(-2.2, 0, 0);
right.pose.position = osg::Vec3(2.2, 0, 0);
left.fov = { -0.767549932, 0.620896876, -0.837898076, 0.726982594 };
right.fov = { -0.620896876, 0.767549932, -0.837898076, 0.726982594 };
near = 1;
far = 10000;
}
}