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0031279: Visualization, TKOpenGl - environment background is misplaced within Ray-Tracing
Fixed problem with misplacing background texture in Ray-Tracing. An environment background is always drawn using a perspective matrix.
This commit is contained in:
@@ -2545,6 +2545,20 @@ Standard_Boolean OpenGl_View::setUniformState (const Standard_Integer the
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aDirects,
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aViewPrjMat,
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anUnviewMat);
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if (myRenderParams.UseEnvironmentMapBackground
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|| myRaytraceParameters.CubemapForBack)
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{
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OpenGl_Mat4 aTempMat;
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OpenGl_Mat4 aTempInvMat;
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updatePerspCameraPT (myCamera->OrientationMatrixF(),
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aCntxProjectionState.Current(),
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theProjection,
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aTempMat,
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aTempInvMat,
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theWinSizeX,
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theWinSizeY);
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}
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}
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else
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{
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@@ -1023,6 +1023,7 @@ vec4 Radiance (in SRay theRay, in vec3 theInverse)
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int aTrsfId;
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float aRaytraceDepth = MAXFLOAT;
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float aRefractionIdx = 0.0;
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for (int aDepth = 0; aDepth < NB_BOUNCES; ++aDepth)
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{
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@@ -1034,11 +1035,30 @@ vec4 Radiance (in SRay theRay, in vec3 theInverse)
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{
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vec4 aColor = vec4 (0.0);
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if (bool(uEnvMapForBack) || aWeight.w == 0.0f /* reflection */)
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if (bool(uEnvMapForBack) || aWeight.w == 0.0 /* reflection */)
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{
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float aTime = IntersectSphere (theRay, uSceneRadius);
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float aRadius = uSceneRadius;
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vec3 aTexCoord = vec3 (0.0);
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aColor = FetchEnvironment (theRay.Direct * aTime + theRay.Origin, uSceneRadius, aWeight.w != 0.0);
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if (aDepth == 0 || (aRefractionIdx == 1.0 && aWeight.w != 0.0))
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{
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vec2 aPixel = uEyeSize * (vPixel - vec2 (0.5)) * 2.0;
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vec2 anAperturePnt = sampleUniformDisk() * uApertureRadius;
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vec3 aLocalDir = normalize (vec3 (aPixel * uFocalPlaneDist - anAperturePnt, uFocalPlaneDist));
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vec3 aDirect = uEyeView * aLocalDir.z +
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uEyeSide * aLocalDir.x +
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uEyeVert * aLocalDir.y;
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aTexCoord = aDirect * uSceneRadius;
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aRadius = length (aTexCoord);
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}
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else
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{
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float aTime = IntersectSphere (theRay, uSceneRadius);
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aTexCoord = theRay.Direct * aTime + theRay.Origin;
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}
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aColor = FetchEnvironment (aTexCoord, aRadius, aWeight.w != 0.0);
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}
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else
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{
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@@ -1167,6 +1187,7 @@ vec4 Radiance (in SRay theRay, in vec3 theInverse)
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if (aOpacity.x != 1.0f)
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{
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aWeight *= aOpacity.y;
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aRefractionIdx = aOpacity.z;
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if (aOpacity.z != 1.0f)
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{
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@@ -1026,6 +1026,7 @@ static const char Shaders_RaytraceBase_fs[] =
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" int aTrsfId;\n"
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"\n"
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" float aRaytraceDepth = MAXFLOAT;\n"
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" float aRefractionIdx = 0.0;\n"
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"\n"
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" for (int aDepth = 0; aDepth < NB_BOUNCES; ++aDepth)\n"
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" {\n"
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@@ -1037,11 +1038,30 @@ static const char Shaders_RaytraceBase_fs[] =
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" {\n"
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" vec4 aColor = vec4 (0.0);\n"
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"\n"
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" if (bool(uEnvMapForBack) || aWeight.w == 0.0f /* reflection */)\n"
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" if (bool(uEnvMapForBack) || aWeight.w == 0.0 /* reflection */)\n"
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" {\n"
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" float aTime = IntersectSphere (theRay, uSceneRadius);\n"
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" float aRadius = uSceneRadius;\n"
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" vec3 aTexCoord = vec3 (0.0);\n"
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"\n"
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" aColor = FetchEnvironment (theRay.Direct * aTime + theRay.Origin, uSceneRadius, aWeight.w != 0.0);\n"
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" if (aDepth == 0 || (aRefractionIdx == 1.0 && aWeight.w != 0.0))\n"
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" {\n"
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" vec2 aPixel = uEyeSize * (vPixel - vec2 (0.5)) * 2.0;\n"
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" vec2 anAperturePnt = sampleUniformDisk() * uApertureRadius;\n"
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" vec3 aLocalDir = normalize (vec3 (aPixel * uFocalPlaneDist - anAperturePnt, uFocalPlaneDist));\n"
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" vec3 aDirect = uEyeView * aLocalDir.z +\n"
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" uEyeSide * aLocalDir.x +\n"
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" uEyeVert * aLocalDir.y;\n"
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" \n"
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" aTexCoord = aDirect * uSceneRadius;\n"
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" aRadius = length (aTexCoord);\n"
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" }\n"
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" else\n"
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" {\n"
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" float aTime = IntersectSphere (theRay, uSceneRadius);\n"
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" aTexCoord = theRay.Direct * aTime + theRay.Origin;\n"
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" }\n"
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"\n"
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" aColor = FetchEnvironment (aTexCoord, aRadius, aWeight.w != 0.0);\n"
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" }\n"
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" else\n"
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" {\n"
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@@ -1170,6 +1190,7 @@ static const char Shaders_RaytraceBase_fs[] =
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" if (aOpacity.x != 1.0f)\n"
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" {\n"
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" aWeight *= aOpacity.y;\n"
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" aRefractionIdx = aOpacity.z;\n"
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"\n"
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" if (aOpacity.z != 1.0f)\n"
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" {\n"
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