Merge pull request #978 from aftersomemath:depth-precision-in-place
PiperOrigin-RevId: 572961667 Change-Id: I69011ddf835ae286e30e7f84cca67867cfe94fa4
This commit is contained in:
+34
-6
@@ -580,6 +580,9 @@ static void initGL3(const mjvScene* scn, const mjrContext* con) {
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// common options
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glDisable(GL_BLEND);
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glEnable(GL_NORMALIZE);
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if (mjGLAD_GL_ARB_clip_control) {
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glClipControl(GL_LOWER_LEFT, GL_ZERO_TO_ONE);
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}
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glEnable(GL_DEPTH_TEST);
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glDepthMask(GL_TRUE);
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if (scn->flags[mjRND_CULL_FACE]) {
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@@ -588,11 +591,11 @@ static void initGL3(const mjvScene* scn, const mjrContext* con) {
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glDisable(GL_CULL_FACE);
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}
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glShadeModel(GL_SMOOTH);
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glDepthFunc(GL_LEQUAL);
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glDepthFunc(GL_GEQUAL);
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glDepthRange(0, 1);
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glAlphaFunc(GL_GEQUAL, 0.99f);
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glClearColor(0, 0, 0, 0);
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glClearDepth(1);
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glClearDepth(0);
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glClearStencil(0);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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@@ -682,6 +685,15 @@ static void setView(int view, mjrRect viewport, const mjvScene* scn, const mjrCo
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// set projection
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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if (mjGLAD_GL_ARB_clip_control) {
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// reverse Z rendering mapping [znear, zfar] -> [1, 0] (ndc)
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glTranslatef(0.0f, 0.0f, 0.5f);
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glScalef(1.0f, 1.0f, -0.5f);
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}
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else {
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// reverse Z rendering mapping without shift [znear, zfar] -> [1, -1] (ndc)
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glScalef(1.0f, 1.0f, -1.0f);
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}
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glFrustum(cam.frustum_center - halfwidth,
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cam.frustum_center + halfwidth,
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cam.frustum_bottom,
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@@ -757,9 +769,15 @@ void mjr_render(mjrRect viewport, mjvScene* scn, const mjrContext* con) {
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float biasMatrix[16] = {
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0.5f, 0.0f, 0.0f, 0.0f,
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0.0f, 0.5f, 0.0f, 0.0f,
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0.0f, 0.0f, 0.5f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f
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0.0f, 0.0f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.0f, 1.0f
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};
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if (!mjGLAD_GL_ARB_clip_control) {
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// account for conversion from ndc to window coordinates
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biasMatrix[2*4+2] = 0.5;
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biasMatrix[3*4+2] = 0.5;
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}
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float tempMatrix[16], textureMatrix[16];
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mjvGeom *thisgeom, tempgeom;
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mjvLight *thislight;
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@@ -884,7 +902,7 @@ void mjr_render(mjrRect viewport, mjvScene* scn, const mjrContext* con) {
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}
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// render with stereo
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for (int view=(stereo?0:-1); view < (stereo?2:0); view++) {
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for (int view = (stereo ? 0 : -1); view < (stereo ? 2 : 0); view++) {
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// change drawbuffer for QUADBUFFERED stereo
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if (stereo == mjSTEREO_QUADBUFFERED) {
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if (con->windowDoublebuffer) {
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@@ -1107,6 +1125,15 @@ void mjr_render(mjrRect viewport, mjvScene* scn, const mjrContext* con) {
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// set projection: from light viewpoint
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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if (mjGLAD_GL_ARB_clip_control) {
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// reverse Z rendering mapping [znear, zfar] -> [1, 0] (ndc)
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glTranslatef(0.0f, 0.0f, 0.5f);
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glScalef(1.0f, 1.0f, -0.5f);
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}
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else {
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// reverse Z rendering mapping without shift [znear, zfar] -> [1, -1] (ndc)
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glScalef(1.0f, 1.0f, -1.0f);
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}
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if (thislight->directional) {
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glOrtho(-con->shadowClip, con->shadowClip,
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-con->shadowClip, con->shadowClip,
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@@ -1127,7 +1154,8 @@ void mjr_render(mjrRect viewport, mjvScene* scn, const mjrContext* con) {
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glBindFramebuffer(GL_FRAMEBUFFER, con->shadowFBO);
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glDrawBuffer(GL_NONE);
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glClear(GL_DEPTH_BUFFER_BIT);
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glViewport(1, 1, con->shadowSize-2, con->shadowSize-2); // avoid infinite shadows from edges
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glViewport(
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1, 1, con->shadowSize-2, con->shadowSize-2); // avoid infinite shadows from edges
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glCullFace(GL_FRONT);
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glShadeModel(GL_FLAT);
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glDisable(GL_LIGHTING);
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