ray:: projection is now set via matrix, instead of via five values

This commit is contained in:
Zeno Rogue 2020-12-26 21:12:34 +01:00
parent 9c9afceb41
commit f41414a705
1 changed files with 11 additions and 23 deletions

View File

@ -119,16 +119,16 @@ EX bool requested() {
#if HDR
struct raycaster : glhr::GLprogram {
GLint uStart, uStartid, uM, uLength, uFovX, uFovY, uIPD, uShift;
GLint uStart, uStartid, uM, uLength, uIPD;
GLint uWallstart, uWallX, uWallY;
GLint tConnections, tWallcolor, tTextureMap, tVolumetric;
GLint uBinaryWidth, uPLevel, uLP, uStraighten, uReflectX, uReflectY;
GLint uLinearSightRange, uExpStart, uExpDecay;
GLint uBLevel;
GLint uPosX, uPosY;
GLint uWallOffset, uSides;
GLint uITOA, uATOI;
GLint uToOrig, uFromOrig;
GLint uProjection;
raycaster(string vsh, string fsh);
};
@ -140,9 +140,7 @@ raycaster::raycaster(string vsh, string fsh) : GLprogram(vsh, fsh) {
uStartid = glGetUniformLocation(_program, "uStartid");
uM = glGetUniformLocation(_program, "uM");
uLength = glGetUniformLocation(_program, "uLength");
uFovX = glGetUniformLocation(_program, "uFovX");
uFovY = glGetUniformLocation(_program, "uFovY");
uShift = glGetUniformLocation(_program, "uShift");
uProjection = glGetUniformLocation(_program, "uProjection");
uIPD = glGetUniformLocation(_program, "uIPD");
uWallstart = glGetUniformLocation(_program, "uWallstart");
@ -170,9 +168,6 @@ raycaster::raycaster(string vsh, string fsh) : GLprogram(vsh, fsh) {
uWallOffset = glGetUniformLocation(_program, "uWallOffset");
uSides = glGetUniformLocation(_program, "uSides");
uPosX = glGetUniformLocation(_program, "uPosX");
uPosY = glGetUniformLocation(_program, "uPosY");
uITOA = glGetUniformLocation(_program, "uITOA");
uATOI = glGetUniformLocation(_program, "uATOI");
uToOrig = glGetUniformLocation(_program, "uToOrig");
@ -243,16 +238,10 @@ void enable_raycaster() {
string vsh =
"attribute mediump vec4 aPosition;\n"
"uniform mediump float uFovX, uFovY, uPosX, uPosY, uShift;\n"
"uniform mediump mat4 uProjection;\n"
"varying mediump vec4 at;\n"
"void main() { \n"
" gl_Position = aPosition; at = aPosition; at.x += uShift;\n"
" at[0] += uPosX; at[1] += uPosY;\n"
#if IN_ODS
" at[0] *= PI; at[1] *= PI; \n"
#else
" at[0] *= uFovX; at[1] *= uFovY; \n"
#endif
" gl_Position = aPosition; at = uProjection * aPosition; \n"
" }\n";
irays = isize(cgi.raywall);
@ -1345,16 +1334,15 @@ EX void cast() {
if(vid.stereo_mode == sLR) d = 2 * d - 1;
else d = -d;
glUniform1f(o->uShift, -global_projection * d);
auto& cd = current_display;
cd->set_viewport(global_projection);
cd->set_mask(global_projection);
glUniform1f(o->uFovX, cd->tanfov / (vid.stereo_mode == sLR ? 2 : 1));
glUniform1f(o->uFovY, cd->tanfov * cd->ysize / cd->xsize);
glUniform1f(o->uPosX, -((cd->xcenter-cd->xtop)*2./cd->xsize - 1));
glUniform1f(o->uPosY, -((cd->ycenter-cd->ytop)*2./cd->ysize - 1));
transmatrix proj = Id;
proj = eupush(-global_projection * d, 0) * proj;
proj = euscale(cd->tanfov / (vid.stereo_mode == sLR ? 2 : 1), cd->tanfov * cd->ysize / cd->xsize) * proj;
proj = eupush(-((cd->xcenter-cd->xtop)*2./cd->xsize - 1), -((cd->ycenter-cd->ytop)*2./cd->ysize - 1)) * proj;
glUniformMatrix4fv(o->uProjection, 1, 0, glhr::tmtogl_transpose3(proj).as_array());
if(!callhandlers(false, hooks_rayset, o)) {