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Change assosiative order of stereo-related matrix multiplications to reduce FP errors.
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parent
93a72a6368
commit
00e02bb326
4 changed files with 13 additions and 21 deletions
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@ -47,7 +47,7 @@ namespace MWRender
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auto& sm = Stereo::Manager::instance();
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auto view = sm.getEye(cv);
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int index = view == Stereo::Eye::Right ? 1 : 0;
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auto projectionMatrix = sm.computeEyeViewOffset(index) * sm.computeEyeProjection(index, true);
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auto projectionMatrix = sm.computeEyeProjection(index, true);
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postProcessor->getStateUpdater()->setProjectionMatrix(projectionMatrix);
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}
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@ -118,14 +118,14 @@ namespace MWRender
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{
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auto* uProjectionMatrix = stateset->getUniform("projectionMatrix");
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if (uProjectionMatrix)
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uProjectionMatrix->set(Stereo::Manager::instance().computeEyeViewOffset(0) * Stereo::Manager::instance().computeEyeProjection(0, SceneUtil::AutoDepth::isReversed()));
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uProjectionMatrix->set(Stereo::Manager::instance().computeEyeProjection(0, SceneUtil::AutoDepth::isReversed()));
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}
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void applyRight(osg::StateSet* stateset, osgUtil::CullVisitor* nv) override
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{
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auto* uProjectionMatrix = stateset->getUniform("projectionMatrix");
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if (uProjectionMatrix)
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uProjectionMatrix->set(Stereo::Manager::instance().computeEyeViewOffset(1) * Stereo::Manager::instance().computeEyeProjection(1, SceneUtil::AutoDepth::isReversed()));
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uProjectionMatrix->set(Stereo::Manager::instance().computeEyeProjection(1, SceneUtil::AutoDepth::isReversed()));
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}
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void setProjectionMatrix(const osg::Matrixf& projectionMatrix)
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@ -645,22 +645,14 @@ namespace MWRender
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auto& sm = Stereo::Manager::instance();
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auto* projectionMatrixUniform = stateset->getUniform("projectionMatrix");
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auto projectionMatrix = sm.computeEyeProjection(0, true);
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auto viewOffsetMatrix = sm.computeEyeViewOffset(0);
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for (int col : {0, 1, 2})
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viewOffsetMatrix(3, col) = 0;
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projectionMatrixUniform->set(viewOffsetMatrix * projectionMatrix);
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projectionMatrixUniform->set(projectionMatrix);
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}
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void applyRight(osg::StateSet* stateset, osgUtil::CullVisitor* /*cv*/) override
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{
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auto& sm = Stereo::Manager::instance();
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auto* projectionMatrixUniform = stateset->getUniform("projectionMatrix");
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auto projectionMatrix = sm.computeEyeProjection(1, true);
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auto viewOffsetMatrix = sm.computeEyeViewOffset(1);
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for (int col : {0, 1, 2})
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viewOffsetMatrix(3, col) = 0;
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projectionMatrixUniform->set(viewOffsetMatrix * projectionMatrix);
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projectionMatrixUniform->set(projectionMatrix);
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}
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private:
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@ -71,14 +71,14 @@ namespace Stereo
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{
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auto* uProjectionMatrix = stateset->getUniform("projectionMatrix");
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if (uProjectionMatrix)
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uProjectionMatrix->set(mManager->computeEyeViewOffset(0) * mManager->computeEyeProjection(0, SceneUtil::AutoDepth::isReversed()));
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uProjectionMatrix->set(mManager->computeEyeProjection(0, SceneUtil::AutoDepth::isReversed()));
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}
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void applyRight(osg::StateSet* stateset, osgUtil::CullVisitor* nv) override
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{
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auto* uProjectionMatrix = stateset->getUniform("projectionMatrix");
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if (uProjectionMatrix)
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uProjectionMatrix->set(mManager->computeEyeViewOffset(1) * mManager->computeEyeProjection(1, SceneUtil::AutoDepth::isReversed()));
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uProjectionMatrix->set(mManager->computeEyeProjection(1, SceneUtil::AutoDepth::isReversed()));
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}
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private:
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@ -245,23 +245,23 @@ namespace Stereo
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osg::Matrixd computeLeftEyeProjection(const osg::Matrixd& projection) const override
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{
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(void)projection;
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return mManager->computeEyeViewOffset(0) * mManager->computeEyeProjection(0, false);
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return mManager->computeEyeProjection(0, false);
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}
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osg::Matrixd computeLeftEyeView(const osg::Matrixd& view) const override
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{
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return view;
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return view * mManager->computeEyeViewOffset(0);
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}
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osg::Matrixd computeRightEyeProjection(const osg::Matrixd& projection) const override
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{
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(void)projection;
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return mManager->computeEyeViewOffset(1) * mManager->computeEyeProjection(1, false);
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return mManager->computeEyeProjection(1, false);
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}
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osg::Matrixd computeRightEyeView(const osg::Matrixd& view) const override
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{
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return view;
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return view * mManager->computeEyeViewOffset(1);
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}
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Manager* mManager;
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@ -368,8 +368,8 @@ namespace Stereo
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mFrustumManager->update(
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{
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mViewOffsetMatrix[0] * mProjectionMatrix[0],
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mViewOffsetMatrix[1] * mProjectionMatrix[1]
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mProjectionMatrix[0],
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mProjectionMatrix[1]
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});
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}
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