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https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-03-22 15:05:03 +01:00
reverse Z fixes
This commit is contained in:
20
frustum.cpp
20
frustum.cpp
@@ -72,17 +72,17 @@ cFrustum::calculate( glm::mat4 const &Projection, glm::mat4 const &Modelview ) {
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m_frustum[ side_TOP ][ plane_D ] = clip[ 15 ] - clip[ 13 ];
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normalize_plane( side_TOP );
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m_frustum[ side_FRONT ][ plane_A ] = clip[ 3 ] - clip[ 2 ];
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m_frustum[ side_FRONT ][ plane_B ] = clip[ 7 ] - clip[ 6 ];
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m_frustum[ side_FRONT ][ plane_C ] = clip[ 11 ] - clip[ 10 ];
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m_frustum[ side_FRONT ][ plane_D ] = clip[ 15 ] - clip[ 14 ];
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normalize_plane( side_FRONT );
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m_frustum[ side_BACK ][ plane_A ] = clip[ 3 ] + clip[ 2 ];
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m_frustum[ side_BACK ][ plane_B ] = clip[ 7 ] + clip[ 6 ];
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m_frustum[ side_BACK ][ plane_C ] = clip[ 11 ] + clip[ 10 ];
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m_frustum[ side_BACK ][ plane_D ] = clip[ 15 ] + clip[ 14 ];
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m_frustum[ side_BACK ][ plane_A ] = clip[ 3 ] - clip[ 2 ];
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m_frustum[ side_BACK ][ plane_B ] = clip[ 7 ] - clip[ 6 ];
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m_frustum[ side_BACK ][ plane_C ] = clip[ 11 ] - clip[ 10 ];
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m_frustum[ side_BACK ][ plane_D ] = clip[ 15 ] - clip[ 14 ];
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normalize_plane( side_BACK );
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m_frustum[ side_FRONT ][ plane_A ] = clip[ 3 ] + clip[ 2 ];
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m_frustum[ side_FRONT ][ plane_B ] = clip[ 7 ] + clip[ 6 ];
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m_frustum[ side_FRONT ][ plane_C ] = clip[ 11 ] + clip[ 10 ];
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m_frustum[ side_FRONT ][ plane_D ] = clip[ 15 ] + clip[ 14 ];
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normalize_plane( side_FRONT );
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}
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bool
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31
renderer.cpp
31
renderer.cpp
@@ -678,6 +678,7 @@ glm::mat4 opengl_renderer::perspective_projection(float fovy, float aspect, floa
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{
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const float f = 1.0f / tan(fovy / 2.0f);
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// when clip_control available, use projection matrix with 1..0 Z range and infinite zfar
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return glm::mat4( //
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f / aspect, 0.0f, 0.0f, 0.0f, //
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0.0f, f, 0.0f, 0.0f, //
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@@ -686,6 +687,8 @@ glm::mat4 opengl_renderer::perspective_projection(float fovy, float aspect, floa
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);
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}
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else
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// or use standard matrix but with 1..-1 Z range
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// (reverse Z don't give any extra precision without clip_control, but it is used anyway for consistency)
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return glm::mat4( //
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1.0f, 0.0f, 0.0f, 0.0f, //
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0.0f, 1.0f, 0.0f, 0.0f, //
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@@ -697,22 +700,15 @@ glm::mat4 opengl_renderer::perspective_projection(float fovy, float aspect, floa
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glm::mat4 opengl_renderer::perpsective_frustumtest_projection(float fovy, float aspect, float znear, float zfar)
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{
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if (GLEW_ARB_clip_control)
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return glm::mat4( //
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1.0f, 0.0f, 0.0f, 0.0f, //
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0.0f, 1.0f, 0.0f, 0.0f, //
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0.0f, 0.0f, -0.5f, 0.0f, //
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0.0f, 0.0f, 0.5f, 1.0f //
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) *
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glm::perspective(fovy, aspect, znear, zfar);
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else
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return perspective_projection(fovy, aspect, znear, zfar);
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// for frustum calculation, use standard opengl matrix
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return glm::perspective(fovy, aspect, znear, zfar);
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}
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glm::mat4 opengl_renderer::ortho_projection(float l, float r, float b, float t, float znear, float zfar)
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{
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glm::mat4 proj = glm::ortho(l, r, b, t, znear, zfar);
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if (GLEW_ARB_clip_control)
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// when clip_control available, use projection matrix with 1..0 Z range
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return glm::mat4( //
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1.0f, 0.0f, 0.0f, 0.0f, //
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0.0f, 1.0f, 0.0f, 0.0f, //
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@@ -721,6 +717,8 @@ glm::mat4 opengl_renderer::ortho_projection(float l, float r, float b, float t,
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) *
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proj;
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else
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// or use standard matrix but with 1..-1 Z range
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// (reverse Z don't give any extra precision without clip_control, but it is used anyway for consistency)
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return glm::mat4( //
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1.0f, 0.0f, 0.0f, 0.0f, //
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0.0f, 1.0f, 0.0f, 0.0f, //
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@@ -730,6 +728,12 @@ glm::mat4 opengl_renderer::ortho_projection(float l, float r, float b, float t,
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proj;
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}
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glm::mat4 opengl_renderer::ortho_frustumtest_projection(float l, float r, float b, float t, float znear, float zfar)
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{
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// for frustum calculation, use standard opengl matrix
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return glm::ortho(l, r, b, t, znear, zfar);
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}
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void opengl_renderer::setup_pass(renderpass_config &Config, rendermode const Mode, float const Znear, float const Zfar, bool const Ignoredebug)
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{
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@@ -842,6 +846,7 @@ void opengl_renderer::setup_pass(renderpass_config &Config, rendermode const Mod
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// ...use the dimensions to set up light projection boundaries...
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// NOTE: since we only have one cascade map stage, we extend the chunk forward/back to catch areas normally covered by other stages
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camera.projection() = ortho_projection(frustumchunkmin.x, frustumchunkmax.x, frustumchunkmin.y, frustumchunkmax.y, frustumchunkmin.z - 500.f, frustumchunkmax.z + 500.f);
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frustumtest_proj = ortho_frustumtest_projection(frustumchunkmin.x, frustumchunkmax.x, frustumchunkmin.y, frustumchunkmax.y, frustumchunkmin.z - 500.f, frustumchunkmax.z + 500.f);
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/*
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// fixed ortho projection from old build, for quick quality comparisons
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camera.projection() *=
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@@ -869,8 +874,6 @@ void opengl_renderer::setup_pass(renderpass_config &Config, rendermode const Mod
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// ... and bake the adjustment into the projection matrix
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camera.projection() = glm::translate(glm::mat4{1.f}, glm::vec3{shadowmapadjustment, 0.f}) * camera.projection();
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frustumtest_proj = camera.projection();
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break;
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}
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case rendermode::cabshadows:
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@@ -883,8 +886,8 @@ void opengl_renderer::setup_pass(renderpass_config &Config, rendermode const Mod
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// projection
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auto const maphalfsize{Config.draw_range * 0.5f};
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camera.projection() = ortho_projection(-maphalfsize, maphalfsize, -maphalfsize, maphalfsize, -Config.draw_range, Config.draw_range);
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frustumtest_proj = ortho_frustumtest_projection(-maphalfsize, maphalfsize, -maphalfsize, maphalfsize, -Config.draw_range, Config.draw_range);
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frustumtest_proj = camera.projection();
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/*
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// adjust the projection to sample complete shadow map texels
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auto shadowmaptexel = glm::vec2 { camera.projection() * glm::mat4{ viewmatrix } * glm::vec4{ 0.f, 0.f, 0.f, 1.f } };
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@@ -997,6 +1000,7 @@ void opengl_renderer::setup_shadow_map(opengl_texture *tex, renderpass_config co
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glm::mat4 coordmove;
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if (GLEW_ARB_clip_control)
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// transform 1..-1 NDC xy coordinates to 1..0
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coordmove = glm::mat4( //
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0.5, 0.0, 0.0, 0.0, //
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0.0, 0.5, 0.0, 0.0, //
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@@ -1004,6 +1008,7 @@ void opengl_renderer::setup_shadow_map(opengl_texture *tex, renderpass_config co
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0.5, 0.5, 0.0, 1.0 //
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);
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else
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// without clip_control we also need to transform z
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coordmove = glm::mat4( //
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0.5, 0.0, 0.0, 0.0, //
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0.0, 0.5, 0.0, 0.0, //
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@@ -349,6 +349,7 @@ class opengl_renderer
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glm::mat4 perspective_projection(float fov, float aspect, float z_near, float z_far);
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glm::mat4 perpsective_frustumtest_projection(float fov, float aspect, float z_near, float z_far);
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glm::mat4 ortho_projection(float left, float right, float bottom, float top, float z_near, float z_far);
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glm::mat4 ortho_frustumtest_projection(float left, float right, float bottom, float top, float z_near, float z_far);
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std::unique_ptr<gl::shader> m_vertex_shader;
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