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clutter-stage: Allow a wider range of visible z values
Since eef9078f
the translation of the camera away from the z=zero
plane was hardcoded at 50 which is approximately half way between the
default z_near and z_far values. This ended up with quite a small
distance in user-space coordinates to the far plane with the default
stage size and this was causing test-texture-quality to clip the actor
early.
This patch makes it try to calculate a reasonable value for the
position of the z=0 plane as well as a value for z_far so we maximize
the space in between the z=0 plane and the near plane and we have a
predictable amount of space behind the stage before hitting the far
clipping plane, while considering the trade off of loosing depth
precision by pushing the far plane too far back relative to the near
plane.
With the default fov of 60° it's not possible to use the stage size to
define the gap in-front of the stage plane; only ~87% of the stage size
is possible as an upper limit. We make 85% of the stage_height available
assuming you have a fov of 60°. We consistently provide 10 times the
stage height of space behind the stage regardless of the fov.
It seems worth noting here that we went around in circles a few times
over how to calculate the gaps since there are a number of trade offs to
consider and they also affect the complexity of the solution. In the end
we went for simplicity but commented the issues well enough hopefully so
we can develop a more elaborate solution if we ever have a use-case.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2625
This commit is contained in:
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2022e4c100
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@ -3132,6 +3132,127 @@ clutter_stage_ensure_viewport (ClutterStage *stage)
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clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
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clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
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}
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}
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/* This calculates a distance into the view frustum to position the
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* stage so there is a decent amount of space to position geometry
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* between the stage and the near clipping plane.
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*
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* Some awkward issues with this problem are:
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* - It's not possible to have a gap as large as the stage size with
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* a fov > 53° which is basically always the case since the default
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* fov is 60°.
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* - This can be deduced if you consider that this requires a
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* triangle as wide as it is deep to fit in the frustum in front
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* of the z_near plane. That triangle will always have an angle
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* of 53.13° at the point sitting on the z_near plane, but if the
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* frustum has a wider fov angle the left/right clipping planes
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* can never converge with the two corners of our triangle no
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* matter what size the triangle has.
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* - With a fov > 53° there is a trade off between maximizing the gap
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* size relative to the stage size but not loosing depth precision.
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* - Perhaps ideally we wouldn't just consider the fov on the y-axis
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* that is usually used to define a perspective, we would consider
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* the fov of the axis with the largest stage size so the gap would
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* accommodate that size best.
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*
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* After going around in circles a few times with how to handle these
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* issues, we decided in the end to go for the simplest solution to
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* start with instead of an elaborate function that handles arbitrary
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* fov angles that we currently have no use-case for.
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*
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* The solution assumes a fovy of 60° and for that case gives a gap
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* that's 85% of the stage height. We can consider more elaborate
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* functions if necessary later.
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*
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* One guide we had to steer the gap size we support is the
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* interactive test, test-texture-quality which expects to animate an
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* actor to +400 on the z axis with a stage size of 640x480. A gap
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* that's 85% of the stage height gives a gap of 408 in that case.
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*/
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static float
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calculate_z_translation (float z_near)
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{
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/* This solution uses fairly basic trigonometry, but is seems worth
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* clarifying the particular geometry we are looking at in-case
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* anyone wants to develop this further later. Not sure how well an
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* ascii diagram is going to work :-)
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*
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* |--- stage_height ---|
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* | stage line |
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* ╲━━━━━━━━━━━━━━━━━━━━━╱------------
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* ╲. (2) │ .╱ | |
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* C ╲ . │ . ╱ gap| |
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* =0.5°╲ . a │ . ╱ | |
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* b╲(1). D│ . ╱ | |
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* ╲ B.│. ╱near plane | |
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* A= ╲━━━━━━━━━╱------------- |
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* 120° ╲ c │ ╱ | z_2d
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* ╲ │ ╱ z_near |
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* left ╲ │ ╱ | |
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* clip 60°fovy | |
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* plane ╳----------------------
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* |
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* |
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* origin line
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*
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* The area of interest is the triangle labeled (1) at the top left
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* marked with the ... line (a) from where the origin line crosses
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* the near plane to the top left where the stage line cross the
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* left clip plane.
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*
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* The sides of the triangle are a, b and c and the corresponding
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* angles opposite those sides are A, B and C.
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*
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* The angle of C is what trades off the gap size we have relative
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* to the stage size vs the depth precision we have.
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*
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* As mentioned above we arove at the angle for C is by working
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* backwards from how much space we want for test-texture-quality.
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* With a stage_height of 480 we want a gap > 400, ideally we also
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* wanted a somewhat round number as a percentage of the height for
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* documentation purposes. ~87% or a gap of ~416 is the limit
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* because that's where we approach a C angle of 0° and effectively
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* loose all depth precision.
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*
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* So for our test app with a stage_height of 480 if we aim for a
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* gap of 408 (85% of 480) we can get the angle D as
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* atan (stage_height/2/408) = 30.5°.
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*
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* That gives us the angle for B as 90° - 30.5° = 59.5°
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*
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* We can already determine that A has an angle of (fovy/2 + 90°) =
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* 120°
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*
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* Therefore C = 180 - A - B = 0.5°
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*
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* The length of c = z_near * tan (30°)
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*
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* Now we can use the rule a/SinA = c/SinC to calculate the
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* length of a. After some rearranging that gives us:
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*
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* a c
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* ---------- = ----------
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* sin (120°) sin (0.5°)
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*
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* c * sin (120°)
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* a = --------------
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* sin (0.5°)
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*
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* And with that we can determine z_2d = cos (D) * a =
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* cos (30.5°) * a + z_near:
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*
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* c * sin (120°) * cos (30.5°)
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* z_2d = --------------------------- + z_near
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* sin (0.5°)
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*/
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#define _DEG_TO_RAD (G_PI / 180.0)
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return z_near * tanf (30.0f * _DEG_TO_RAD) *
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sinf (120.0f * _DEG_TO_RAD) * cosf (30.5f * _DEG_TO_RAD) /
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sinf (0.5f * _DEG_TO_RAD) +
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z_near;
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#undef _DEG_TO_RAD
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/* We expect the compiler should boil this down to z_near * CONSTANT */
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}
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void
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void
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_clutter_stage_maybe_setup_viewport (ClutterStage *stage)
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_clutter_stage_maybe_setup_viewport (ClutterStage *stage)
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{
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{
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@ -3140,6 +3261,7 @@ _clutter_stage_maybe_setup_viewport (ClutterStage *stage)
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if (priv->dirty_viewport)
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if (priv->dirty_viewport)
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{
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{
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ClutterPerspective perspective;
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ClutterPerspective perspective;
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float z_2d;
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CLUTTER_NOTE (PAINT,
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CLUTTER_NOTE (PAINT,
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"Setting up the viewport { w:%f, h:%f }",
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"Setting up the viewport { w:%f, h:%f }",
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@ -3153,20 +3275,34 @@ _clutter_stage_maybe_setup_viewport (ClutterStage *stage)
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perspective = priv->perspective;
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perspective = priv->perspective;
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/* Ideally we want to regenerate the perspective matrix whenever
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/* Ideally we want to regenerate the perspective matrix whenever
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the size changes but if the user has provided a custom matrix
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* the size changes but if the user has provided a custom matrix
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then we don't want to override it */
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* then we don't want to override it */
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if (!priv->has_custom_perspective)
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if (!priv->has_custom_perspective)
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{
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{
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perspective.aspect = priv->viewport[2] / priv->viewport[3];
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perspective.aspect = priv->viewport[2] / priv->viewport[3];
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z_2d = calculate_z_translation (perspective.z_near);
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#define _DEG_TO_RAD (G_PI / 180.0)
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/* NB: z_2d is only enough room for 85% of the stage_height between
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* the stage and the z_near plane. For behind the stage plane we
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* want a more consistent gap of 10 times the stage_height before
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* hitting the far plane so we calculate that relative to the final
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* height of the stage plane at the z_2d_distance we got... */
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perspective.z_far = z_2d +
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tanf ((perspective.fovy / 2.0f) * _DEG_TO_RAD) * z_2d * 20.0f;
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#undef _DEG_TO_RAD
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clutter_stage_set_perspective_internal (stage, &perspective);
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clutter_stage_set_perspective_internal (stage, &perspective);
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}
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}
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else
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z_2d = calculate_z_translation (perspective.z_near);
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cogl_matrix_init_identity (&priv->view);
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cogl_matrix_init_identity (&priv->view);
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cogl_matrix_view_2d_in_perspective (&priv->view,
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cogl_matrix_view_2d_in_perspective (&priv->view,
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perspective.fovy,
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perspective.fovy,
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perspective.aspect,
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perspective.aspect,
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perspective.z_near,
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perspective.z_near,
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50, /* depth of 2d plane */
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z_2d,
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priv->viewport[2],
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priv->viewport[2],
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priv->viewport[3]);
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priv->viewport[3]);
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