Fixups to comments and flags for reversed Z rendering

This commit is contained in:
Levi Burner
2023-09-29 11:34:14 -04:00
parent 2e52bf807b
commit 56403b4dce
9 changed files with 26 additions and 28 deletions
+1 -2
View File
@@ -1614,7 +1614,7 @@ void mjr_makeContext_offSize(const mjModel* m, mjrContext* con, int fontscale,
con->readPixelFormat = GL_RGB;
// set default depth mapping for mjr_readPixels
con->readDepthMapping = mjDM_ZEROTOONE;
con->readDepthMap = mjDEPTHMAP_01;
}
@@ -1836,7 +1836,6 @@ MJAPI void mjr_resizeOffscreen(int width, int height, mjrContext* con) {
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, con->offWidth, con->offHeight);
}
glBindRenderbuffer(GL_RENDERBUFFER, con->offDepthStencil);
if (con->offSamples) {
glRenderbufferStorageMultisample(GL_RENDERBUFFER, con->offSamples, GL_DEPTH32F_STENCIL8,
+2 -2
View File
@@ -115,7 +115,7 @@ void mjr_readPixels(unsigned char* rgb, float* depth,
if (depth) {
glReadPixels(viewport.left, viewport.bottom, viewport.width, viewport.height,
GL_DEPTH_COMPONENT, GL_FLOAT, depth);
if (con->readDepthMapping == mjDM_ZEROTOONE) {
if (con->readDepthMap == mjDEPTHMAP_01) {
int N_pixels = viewport.width * viewport.height;
for (int i = 0; i < N_pixels; i++) depth[i] = 1.0 - depth[i]; // Reverse the reversed Z buffer
}
@@ -164,7 +164,7 @@ void mjr_readPixels(unsigned char* rgb, float* depth,
glReadPixels(viewport.left, viewport.bottom, viewport.width, viewport.height,
GL_DEPTH_COMPONENT, GL_FLOAT, depth);
if (con->readDepthMapping == mjDM_ZEROTOONE) {
if (con->readDepthMap == mjDEPTHMAP_01) {
int N_pixels = viewport.width * viewport.height;
for (int i = 0; i < N_pixels; i++) depth[i] = 1.0 - depth[i]; // Reverse the reversed Z buffer
}
+6 -7
View File
@@ -601,9 +601,9 @@ static void setView(int view, mjrRect viewport, const mjvScene* scn, const mjrCo
// set projection
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
// reverse Z rendering mapping (znear, zfar) -> (1, 0)
glTranslatef(0,0,0.5);
glScalef(1,1,-0.5);
// reverse Z rendering mapping [znear, zfar] -> [1, 0]
glTranslatef(0.0f, 0.0f, 0.5f);
glScalef(1.0f, 1.0f, -0.5f);
glFrustum(cam.frustum_center - halfwidth,
cam.frustum_center + halfwidth,
cam.frustum_bottom,
@@ -682,7 +682,6 @@ void mjr_render(mjrRect viewport, mjvScene* scn, const mjrContext* con) {
0.0f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.0f, 1.0f
};
float tempMatrix[16], textureMatrix[16];
mjvGeom *thisgeom, tempgeom;
mjvLight *thislight;
@@ -1030,9 +1029,9 @@ void mjr_render(mjrRect viewport, mjvScene* scn, const mjrContext* con) {
// set projection: from light viewpoint
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
// reverse Z rendering mapping (znear, zfar) -> (1, 0)
glTranslatef(0,0,0.5);
glScalef(1,1,-0.5);
// reverse Z rendering mapping [znear, zfar] -> [1, 0]
glTranslatef(0.0f, 0.0f, 0.5f);
glScalef(1.0f , 1.0f, -0.5f);
if (thislight->directional) {
glOrtho(-con->shadowClip, con->shadowClip,
-con->shadowClip, con->shadowClip,