Fallback for if GL_ARB_clip_control not available
If GL_ARB_clip_control not available then [znear, zfar] -> [1, -1] instead of [1, 0] in normalized device coordinates Thus, Z is still reversed, but not shifted, clipping should still work properly, and conversion to window coordinates does not cause accuracy regression compared to non-reversed Z rendering.
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@@ -1489,9 +1489,6 @@ void mjr_makeContext_offSize(const mjModel* m, mjrContext* con, int fontscale,
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if (!mjGLAD_GL_ARB_vertex_buffer_object) {
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mju_error("OpenGL ARB_vertex_buffer_object required");
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}
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if (!mjGLAD_GL_ARB_clip_control) {
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mju_error("OpenGL ARB_clip_control required");
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}
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if (!mjGLAD_GL_ARB_depth_buffer_float) {
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mju_error("OpenGL ARB_depth_buffer_float required");
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}
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@@ -119,6 +119,9 @@ void mjr_readPixels(unsigned char* rgb, float* depth,
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int N_pixels = viewport.width * viewport.height;
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for (int i = 0; i < N_pixels; i++) depth[i] = 1.0 - depth[i]; // Reverse the reversed Z buffer
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}
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else if (!mjGLAD_GL_ARB_clip_control) {
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mju_warning("ARB_clip_control unavailable while mjDEPTH_ZEROFAR requested, depth accuracy will be limited");
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}
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}
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}
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@@ -163,11 +166,13 @@ void mjr_readPixels(unsigned char* rgb, float* depth,
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if (depth) {
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glReadPixels(viewport.left, viewport.bottom, viewport.width, viewport.height,
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GL_DEPTH_COMPONENT, GL_FLOAT, depth);
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if (con->readDepthMap == mjDEPTH_ZERONEAR) {
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int N_pixels = viewport.width * viewport.height;
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for (int i = 0; i < N_pixels; i++) depth[i] = 1.0 - depth[i]; // Reverse the reversed Z buffer
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}
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else if (!mjGLAD_GL_ARB_clip_control) {
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mju_warning("ARB_clip_control unavailable while mjDEPTH_ZEROFAR requested, depth accuracy will be limited");
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}
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}
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// restore currentBuffer
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+25
-7
@@ -498,7 +498,7 @@ 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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glClipControl(GL_LOWER_LEFT, GL_ZERO_TO_ONE);
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if (mjGLAD_GL_ARB_clip_control) glClipControl(GL_LOWER_LEFT, GL_ZERO_TO_ONE);
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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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@@ -601,9 +601,15 @@ 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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// reverse Z rendering mapping [znear, zfar] -> [1, 0]
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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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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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@@ -682,6 +688,12 @@ void mjr_render(mjrRect viewport, mjvScene* scn, const mjrContext* con) {
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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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@@ -1029,9 +1041,15 @@ 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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// reverse Z rendering mapping [znear, zfar] -> [1, 0]
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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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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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