In place change to reverse Z rendering and 32 bit float offscreen depth buffer
This commit is contained in:
@@ -39,15 +39,6 @@ typedef enum mjtFramebuffer_ { // OpenGL framebuffer option
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mjFB_OFFSCREEN // offscreen buffer
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} mjtFramebuffer;
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typedef enum mjtDepthMapping_ { // OpenGL depth buffer mapping (from znear to zfar)
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mjDB_NEGONETOONE = 0, // Negative one to one (OpenGL default)
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mjDB_ONETOZERO // Reversed Z buffer (decreases numerical error)
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} mjtDepthMapping;
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typedef enum mjtDepthPrecision_ { // OpenGL depth buffer precision
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mjDB_INT24 = 0, // 24 bit integer buffer (OpenGL default)
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mjDB_FLOAT32 // 32 bit float buffer
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} mjtDepthPrecision;
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typedef enum mjtFontScale_ { // font scale, used at context creation
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mjFONTSCALE_50 = 50, // 50% scale, suitable for low-res rendering
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@@ -160,12 +151,6 @@ struct mjrContext_ { // custom OpenGL context
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// pixel output format
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int readPixelFormat; // default color pixel format for mjr_readPixels
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// depth buffer mode
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int depthMapping; // depth buffer mapping from [znear zfar] to normalized device coordinates: mjDB_NEGONETOONE or mjDB_ONETOZERO
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// depth buffer precision
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int depthPrecision; // depth buffer precision: mjDB_INT24 or mjDB_FLOAT32
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};
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typedef struct mjrContext_ mjrContext;
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@@ -621,24 +621,6 @@ ENUMS: Mapping[str, EnumDecl] = dict([
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('mjFB_OFFSCREEN', 1),
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]),
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)),
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('mjtDepthMapping',
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EnumDecl(
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name='mjtDepthMapping',
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declname='enum mjtDepthMapping_',
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values=dict([
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('mjDB_NEGONETOONE', 0),
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('mjDB_ONETOZERO', 1),
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]),
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)),
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('mjtDepthPrecision',
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EnumDecl(
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name='mjtDepthPrecision',
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declname='enum mjtDepthPrecision_',
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values=dict([
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('mjDB_INT24', 0),
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('mjDB_FLOAT32', 1),
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]),
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)),
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('mjtFontScale',
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EnumDecl(
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name='mjtFontScale',
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@@ -7126,16 +7126,6 @@ STRUCTS: Mapping[str, StructDecl] = dict([
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type=ValueType(name='int'),
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doc='default color pixel format for mjr_readPixels',
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),
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StructFieldDecl(
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name='depthMapping',
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type=ValueType(name='int'),
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doc='depth buffer mapping from [znear zfar] to normalized device coordinates: mjDB_NEGONETOONE or mjDB_ONETOZERO', # pylint: disable=line-too-long
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),
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StructFieldDecl(
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name='depthPrecision',
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type=ValueType(name='int'),
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doc='depth buffer precision: mjDB_INT24 or mjDB_FLOAT32',
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),
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),
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)),
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('mjuiState',
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@@ -34,10 +34,6 @@ class MjWrapper<raw::MjrContext> : public WrapperBase<raw::MjrContext> {
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public:
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MjWrapper();
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MjWrapper(const MjModelWrapper& model, int fontscale);
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MjWrapper(const MjModelWrapper& model,
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int fontscale,
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mjtDepthMapping depthmapping,
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mjtDepthPrecision depthprecision);
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MjWrapper(const MjWrapper&) = delete;
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MjWrapper(MjWrapper&&) = default;
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~MjWrapper() = default;
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@@ -126,35 +122,6 @@ MjrContextWrapper::MjWrapper(const MjModelWrapper& model, int fontscale)
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X_SKIN(skinfaceVBO),
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X(charWidth),
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X(charWidthBig) {}
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MjrContextWrapper::MjWrapper(const MjModelWrapper& model,
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int fontscale,
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mjtDepthMapping depthmapping,
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mjtDepthPrecision depthprecision)
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: WrapperBase([fontscale, depthmapping, depthprecision](const raw::MjModel* m) {
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raw::MjrContext *const ctx = new raw::MjrContext;
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mjr_defaultContext(ctx);
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ctx->depthMapping = depthmapping;
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ctx->depthPrecision = depthprecision;
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InterceptMjErrors(mjr_makeContext)(m, ctx, fontscale);
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return ctx;
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}(model.get()), &MjrContextCapsuleDestructor),
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X(fogRGBA),
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X(auxWidth),
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X(auxHeight),
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X(auxSamples),
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X(auxFBO),
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X(auxFBO_r),
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X(auxColor),
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X(auxColor_r),
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X(textureType),
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X(texture),
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X_SKIN(skinvertVBO),
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X_SKIN(skinnormalVBO),
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X_SKIN(skintexcoordVBO),
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X_SKIN(skinfaceVBO),
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X(charWidth),
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X(charWidthBig) {}
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#undef X_SKIN
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#undef X
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@@ -199,7 +166,6 @@ PYBIND11_MODULE(_render, pymodule) {
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py::class_<MjrContextWrapper> mjrContext(pymodule, "MjrContext");
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mjrContext.def(py::init<>());
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mjrContext.def(py::init<const MjModelWrapper&, int>());
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mjrContext.def(py::init<const MjModelWrapper&, int, mjtDepthMapping, mjtDepthPrecision>());
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mjrContext.def(
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"free", [](MjrContextWrapper& self) { self.Free(); },
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py::doc("Frees resources in current active OpenGL context, sets struct "
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@@ -32,9 +32,7 @@ class Renderer:
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model: _structs.MjModel,
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height: int = 240,
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width: int = 320,
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max_geom: int = 10000,
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depth_mapping: _enums.mjtDepthMapping = _enums.mjtDepthMapping.mjDB_NEGONETOONE,
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depth_precision: _enums.mjtDepthPrecision = _enums.mjtDepthPrecision.mjDB_INT24,
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max_geom: int = 10000
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) -> None:
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"""Initializes a new `Renderer`.
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@@ -45,8 +43,6 @@ class Renderer:
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max_geom: Optional integer specifying the maximum number of geoms that can
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be rendered in the same scene. If None this will be chosen automatically
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based on the estimated maximum number of renderable geoms in the model.
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depth_mapping: Type of mapping from znear to zfar to z buffer ndc values
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depth_precision: Precision of z buffer
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Raises:
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ValueError: If `camera_id` is outside the valid range, or if `width` or
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`height` exceed the dimensions of MuJoCo's offscreen framebuffer.
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@@ -74,7 +70,6 @@ the clause:
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self._width = width
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self._height = height
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self._model = model
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self._depth_mapping = depth_mapping
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self._scene = _structs.MjvScene(model=model, maxgeom=max_geom)
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self._scene_option = _structs.MjvOption()
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@@ -86,7 +81,7 @@ the clause:
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self._gl_context = gl_context.GLContext(width, height) # type: ignore
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self._gl_context.make_current()
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self._mjr_context = _render.MjrContext(
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model, _enums.mjtFontScale.mjFONTSCALE_150.value, depth_mapping, depth_precision
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model, _enums.mjtFontScale.mjFONTSCALE_150.value
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)
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_render.mjr_setBuffer(
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_enums.mjtFramebuffer.mjFB_OFFSCREEN.value, self._mjr_context
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@@ -188,20 +183,16 @@ the clause:
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D = -(np.float32(2)*zfar*znear)/(zfar - znear)
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# In reverse Z mode the perspective matrix is transformed by the following
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if self._depth_mapping == _enums.mjtDepthMapping.mjDB_ONETOZERO:
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C = np.float32(-0.5)*C - np.float32(0.5)
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D = np.float32(-0.5)*D
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C = np.float32(-0.5)*C - np.float32(0.5)
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D = np.float32(-0.5)*D
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# We need 64 bits to convert Z from ndc to metric depth without noticeable losses in precision
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out_64 = out.astype(np.float64)
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# Convert depth from window coordinates to normalized device coordinates
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# In reversed Z mode the mapping is identity
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# https://registry.khronos.org/OpenGL-Refpages/gl4/html/glDepthRange.xhtml
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if self._depth_mapping == _enums.mjtDepthMapping.mjDB_NEGONETOONE:
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out_64 = 2.0*out_64 - 1.0
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# Undo OpenGL projection
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# Note: We do not need to take action to convert from window coordinates to
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# normalized device coordinates because in reversed Z mode the mapping
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# is identity
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out_64 = D / (out_64 + C)
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# Cast result back to float32 for backwards compatibility
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@@ -27,7 +27,6 @@ void PlatformUIAdapter::FreeMjrContext() {
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bool PlatformUIAdapter::RefreshMjrContext(const mjModel* m, int fontscale) {
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if (m != last_model_ || fontscale != last_fontscale_) {
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// con_.depthMapping = mjDB_ONETOZERO;
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mjr_makeContext(m, &con_, fontscale);
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last_model_ = m;
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last_fontscale_ = fontscale;
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@@ -1062,11 +1062,7 @@ static void makeShadow(const mjModel* m, mjrContext* con) {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
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if (con->depthMapping == mjDB_ONETOZERO) {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_GEQUAL);
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} else {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
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}
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_GEQUAL);
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glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_INTENSITY);
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glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
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glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
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@@ -1125,17 +1121,16 @@ static void makeOff(mjrContext* con) {
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, con->offColor);
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// create depth and stencil buffer
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GLenum depth_buffer_format = con->depthPrecision == mjDB_FLOAT32 ? GL_DEPTH32F_STENCIL8 : GL_DEPTH24_STENCIL8;
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glGenRenderbuffers(1, &con->offDepthStencil);
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if (!con->offDepthStencil) {
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mju_error("Could not allocate offscreen depth and stencil buffer");
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}
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glBindRenderbuffer(GL_RENDERBUFFER, con->offDepthStencil);
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if (con->offSamples) {
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glRenderbufferStorageMultisample(GL_RENDERBUFFER, con->offSamples, depth_buffer_format,
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glRenderbufferStorageMultisample(GL_RENDERBUFFER, con->offSamples, GL_DEPTH32F_STENCIL8,
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con->offWidth, con->offHeight);
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} else {
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glRenderbufferStorage(GL_RENDERBUFFER, depth_buffer_format, con->offWidth, con->offHeight);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH32F_STENCIL8, con->offWidth, con->offHeight);
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}
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
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GL_RENDERBUFFER, con->offDepthStencil);
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@@ -1174,7 +1169,7 @@ static void makeOff(mjrContext* con) {
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mju_error("Could not allocate offscreen depth and stencil buffer_r");
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}
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glBindRenderbuffer(GL_RENDERBUFFER, con->offDepthStencil_r);
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glRenderbufferStorage(GL_RENDERBUFFER, depth_buffer_format, con->offWidth, con->offHeight);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH32F_STENCIL8, con->offWidth, con->offHeight);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
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GL_RENDERBUFFER, con->offDepthStencil_r);
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@@ -1546,15 +1541,7 @@ void mjr_makeContext_offSize(const mjModel* m, mjrContext* con, int fontscale,
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glPixelStorei(GL_PACK_ALIGNMENT, 1);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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// free previous context but keep depth settings
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// Doing this is the only way users can control these
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// settings without breaking changes to either the
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// behaviour of mjr_makeContext or the signature
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int oldDepthMapping = con->depthMapping;
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int oldDepthPrecision = con->depthPrecision;
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mjr_freeContext(con);
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con->depthMapping = oldDepthMapping;
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con->depthPrecision = oldDepthPrecision;
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// no model: offscreen and font only
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if (!m) {
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@@ -1847,13 +1834,12 @@ MJAPI void mjr_resizeOffscreen(int width, int height, mjrContext* con) {
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}
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GLenum depth_buffer_format = con->depthPrecision == mjDB_FLOAT32 ? GL_DEPTH32F_STENCIL8 : GL_DEPTH24_STENCIL8;
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glBindRenderbuffer(GL_RENDERBUFFER, con->offDepthStencil);
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if (con->offSamples) {
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glRenderbufferStorageMultisample(GL_RENDERBUFFER, con->offSamples, depth_buffer_format,
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glRenderbufferStorageMultisample(GL_RENDERBUFFER, con->offSamples, GL_DEPTH32F_STENCIL8,
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con->offWidth, con->offHeight);
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} else {
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glRenderbufferStorage(GL_RENDERBUFFER, depth_buffer_format, con->offWidth, con->offHeight);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH32F_STENCIL8, con->offWidth, con->offHeight);
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}
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if (con->offSamples) {
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@@ -1861,6 +1847,6 @@ MJAPI void mjr_resizeOffscreen(int width, int height, mjrContext* con) {
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glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, con->offWidth, con->offHeight);
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glBindRenderbuffer(GL_RENDERBUFFER, con->offDepthStencil_r);
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glRenderbufferStorage(GL_RENDERBUFFER, depth_buffer_format, con->offWidth, con->offHeight);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH32F_STENCIL8, con->offWidth, con->offHeight);
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}
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}
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+10
-38
@@ -498,11 +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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if (con->depthMapping == mjDB_ONETOZERO) {
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glClipControl(GL_LOWER_LEFT, GL_ZERO_TO_ONE);
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} else {
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glClipControl(GL_LOWER_LEFT, GL_NEGATIVE_ONE_TO_ONE);
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}
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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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@@ -511,19 +507,11 @@ 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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if (con->depthMapping == mjDB_ONETOZERO) {
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glDepthFunc(GL_GEQUAL);
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} else {
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glDepthFunc(GL_LEQUAL);
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}
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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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if (con->depthMapping == mjDB_ONETOZERO) {
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glClearDepth(0);
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} else {
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glClearDepth(1);
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}
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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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@@ -613,11 +601,9 @@ 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 (con->depthMapping == mjDB_ONETOZERO) {
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// account for GL_ZERO_TO_ONE and reverse Z
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glTranslatef(0,0,0.5);
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glScalef(1,1,-0.5);
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}
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// reverse Z rendering mapping (znear, zfar) -> (1, 0)
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glTranslatef(0,0,0.5);
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glScalef(1,1,-0.5);
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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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@@ -690,24 +676,12 @@ void mjr_render(mjrRect viewport, mjvScene* scn, const mjrContext* con) {
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float temp[4], headpos[3], forward[3], skyboxdst;
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float camProject[16], camView[16], lightProject[16], lightView[16];
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double clipplane[4];
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float biasMatrixOneToZero[16] = {
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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, 1.0f, 0.0f,
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0.5f, 0.5f, 0.0f, 1.0f
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};
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float biasMatrixNegOneToOne[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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};
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float* biasMatrix;
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if (con->depthMapping == mjDB_ONETOZERO) {
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biasMatrix = biasMatrixOneToZero;
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} else {
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biasMatrix = biasMatrixNegOneToOne;
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}
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float tempMatrix[16], textureMatrix[16];
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mjvGeom *thisgeom, tempgeom;
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@@ -1056,11 +1030,9 @@ 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 (con->depthMapping == mjDB_ONETOZERO) {
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// account for GL_ZERO_TO_ONE and reverse Z
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glTranslatef(0,0,0.5);
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glScalef(1,1,-0.5);
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}
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// reverse Z rendering mapping (znear, zfar) -> (1, 0)
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glTranslatef(0,0,0.5);
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glScalef(1,1,-0.5);
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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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@@ -389,14 +389,6 @@ public enum mjtFramebuffer : int{
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mjFB_WINDOW = 0,
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mjFB_OFFSCREEN = 1,
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}
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public enum mjtDepthMapping : int{
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mjDB_NEGONETOONE = 0,
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mjDB_ONETOZERO = 1,
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}
|
||||
public enum mjtDepthPrecision : int{
|
||||
mjDB_INT24 = 0,
|
||||
mjDB_FLOAT32 = 1,
|
||||
}
|
||||
public enum mjtFontScale : int{
|
||||
mjFONTSCALE_50 = 50,
|
||||
mjFONTSCALE_100 = 100,
|
||||
|
||||
Reference in New Issue
Block a user