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Merge pull request #751 from Cheesse/master
Use reversed z depth for D3D backend
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commit
4f013cc61e
@ -27,7 +27,7 @@ static void Camera_OnRawMovement(float deltaX, float deltaY) {
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static void PerspectiveCamera_GetProjection(struct Matrix* proj) {
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float fovy = Game_Fov * MATH_DEG2RAD;
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float aspectRatio = (float)Game.Width / (float)Game.Height;
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Matrix_PerspectiveFieldOfView(proj, fovy, aspectRatio, Gfx.MinZNear, (float)Game_ViewDistance);
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Gfx_CalcPerspectiveMatrix(fovy, aspectRatio, Gfx.MinZNear, (float)Game_ViewDistance, proj);
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}
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static void PerspectiveCamera_GetView(struct Matrix* mat) {
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@ -65,7 +65,7 @@ cc_string Game_Mppass = String_FromArray(mppassBuffer);
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const char* const FpsLimit_Names[FPS_LIMIT_COUNT] = {
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"LimitVSync", "Limit30FPS", "Limit60FPS", "Limit120FPS", "Limit144FPS", "LimitNone",
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};
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};
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static struct IGameComponent* comps_head;
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static struct IGameComponent* comps_tail;
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@ -600,8 +600,10 @@ static void Game_RenderFrame(double delta) {
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Gfx_Clear();
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Camera.CurrentPos = Camera.Active->GetPosition(t);
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UpdateViewMatrix();
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Gfx_LoadMatrix(MATRIX_PROJECTION, &Gfx.Projection);
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Gfx_LoadMatrix(MATRIX_VIEW, &Gfx.View);
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Gfx_LoadMatrix(MATRIX_VIEW, &Gfx.View);
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if (!Gui_GetBlocksWorld()) {
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Game_Render3D(delta, t);
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@ -372,7 +372,11 @@ static void FindCompatibleDepthFormat(void) {
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for (i = 0; i < Array_Elems(formats); i++) {
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depthFormat = formats[i];
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res = IDirect3D9_CheckDepthStencilMatch(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, viewFormat, viewFormat, depthFormat);
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if (!res) return;
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if (!res) {
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/* With reversed z depth, the near Z plane can be set much lower with more depth buffer bits. */
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Gfx.MinZNear = i > 3 ? 0.05f : 0.001953125f;
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return;
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}
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}
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Logger_Abort("Failed to create depth buffer. Graphics drivers may not be installed.");
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}
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@ -427,7 +431,6 @@ void Gfx_Create(void) {
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FindCompatibleViewFormat();
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FindCompatibleDepthFormat();
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Gfx.MinZNear = 0.05f;
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customMipmapsLevels = true;
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Gfx.ManagedTextures = true;
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Gfx.Created = true;
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@ -477,7 +480,7 @@ static void Gfx_RestoreState(void) {
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IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHAREF, 127);
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IDirect3DDevice9_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
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IDirect3DDevice9_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
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IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESSEQUAL);
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IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_GREATEREQUAL);
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D3D9_RestoreRenderStates();
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}
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@ -911,6 +914,9 @@ void Gfx_CalcOrthoMatrix(float width, float height, struct Matrix* matrix) {
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}
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void Gfx_CalcPerspectiveMatrix(float fov, float aspect, float zNear, float zFar, struct Matrix* matrix) {
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Matrix_PerspectiveFieldOfView(matrix, fov, aspect, zNear, zFar);
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/* Adjust the projection matrix to produce reversed Z values. */
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matrix->Row2.Z = -matrix->Row2.Z - 1.0f;
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matrix->Row3.Z = -matrix->Row3.Z;
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}
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@ -966,7 +972,7 @@ void Gfx_BeginFrame(void) {
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void Gfx_Clear(void) {
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DWORD flags = D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER;
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cc_result res = IDirect3DDevice9_Clear(device, 0, NULL, flags, gfx_clearCol, 1.0f, 0);
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cc_result res = IDirect3DDevice9_Clear(device, 0, NULL, flags, gfx_clearCol, 0.0f, 0);
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if (res) Logger_Abort2(res, "D3D9_Clear");
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}
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@ -1051,10 +1057,10 @@ void Gfx_OnWindowResize(void) { Gfx_LoseContext(" (resizing window)"); }
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#define _GL_DYNAMIC_DRAW 0x88E8
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#define _GL_TEXTURE_MAX_LEVEL 0x813D
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#define _GL_FRAGMENT_SHADER 0x8B30
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#define _GL_FRAGMENT_SHADER 0x8B30
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#define _GL_VERTEX_SHADER 0x8B31
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#define _GL_COMPILE_STATUS 0x8B81
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#define _GL_LINK_STATUS 0x8B82
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#define _GL_COMPILE_STATUS 0x8B81
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#define _GL_LINK_STATUS 0x8B82
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#define _GL_INFO_LOG_LENGTH 0x8B84
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#if defined CC_BUILD_GL11
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@ -1808,6 +1814,7 @@ void Gfx_SetFogMode(FogFunc func) {
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void Gfx_SetTexturing(cc_bool enabled) { }
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void Gfx_SetAlphaTest(cc_bool enabled) { gfx_alphaTest = enabled; SwitchProgram(); }
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void Gfx_PrepProjection(struct Matrix* matrix) { }
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void Gfx_LoadMatrix(MatrixType type, struct Matrix* matrix) {
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if (type == MATRIX_VIEW || type == MATRIX_PROJECTION) {
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if (type == MATRIX_VIEW) _view = *matrix;
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@ -1982,6 +1989,7 @@ void Gfx_SetAlphaTest(cc_bool enabled) { gl_Toggle(GL_ALPHA_TEST); }
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static GLenum matrix_modes[3] = { GL_PROJECTION, GL_MODELVIEW, GL_TEXTURE };
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static int lastMatrix;
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void Gfx_PrepProjection(struct Matrix* matrix) { }
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void Gfx_LoadMatrix(MatrixType type, struct Matrix* matrix) {
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if (type != lastMatrix) { lastMatrix = type; glMatrixMode(matrix_modes[type]); }
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glLoadMatrixf((float*)matrix);
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@ -2,6 +2,7 @@
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#include "ExtMath.h"
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#include "Funcs.h"
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#include "Constants.h"
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#include "Core.h"
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void Vec3_Lerp(Vec3* result, const Vec3* a, const Vec3* b, float blend) {
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result->X = blend * (b->X - a->X) + a->X;
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@ -182,21 +183,16 @@ void Matrix_Orthographic(struct Matrix* result, float left, float right, float t
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static double Tan_Simple(double x) { return Math_Sin(x) / Math_Cos(x); }
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void Matrix_PerspectiveFieldOfView(struct Matrix* result, float fovy, float aspect, float zNear, float zFar) {
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float c = zNear * (float)Tan_Simple(0.5f * fovy);
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Matrix_PerspectiveOffCenter(result, -c * aspect, c * aspect, -c, c, zNear, zFar);
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}
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float zDelta = zNear - zFar;
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void Matrix_PerspectiveOffCenter(struct Matrix* result, float left, float right, float bottom, float top, float zNear, float zFar) {
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/* Transposed, source https://msdn.microsoft.com/en-us/library/dd373537(v=vs.85).aspx */
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*result = Matrix_Identity;
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result->Row3.W = 0.0f;
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result->Row0.X = (2.0f * zNear) / (right - left);
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result->Row1.Y = (2.0f * zNear) / (top - bottom);
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result->Row3.Z = -(2.0f * zFar * zNear) / (zFar - zNear);
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result->Row0.X = zNear / (c * aspect);
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result->Row1.Y = zNear / c;
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result->Row3.Z = (2.0f * zFar * zNear) / zDelta;
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result->Row2.X = (right + left) / (right - left);
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result->Row2.Y = (top + bottom) / (top - bottom);
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result->Row2.Z = -(zFar + zNear) / (zFar - zNear);
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result->Row2.Z = (zFar + zNear) / zDelta;
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result->Row2.W = -1.0f;
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}
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@ -276,10 +272,19 @@ void FrustumCulling_CalcFrustumEquations(struct Matrix* projection, struct Matri
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frustum33 = clip[15] - clip[13];
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FrustumCulling_Normalise(&frustum30, &frustum31, &frustum32, &frustum33);
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/* Extract the FAR plane */
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/* Extract the FAR plane (Different for each graphics backend) */
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#if defined(CC_BUILD_GL)
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frustum40 = clip[3] - clip[2];
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frustum41 = clip[7] - clip[6];
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frustum42 = clip[11] - clip[10];
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frustum43 = clip[15] - clip[14];
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#elif defined(CC_BUILD_D3D9)
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frustum40 = clip[2];
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frustum41 = clip[6];
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frustum42 = clip[10];
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frustum43 = clip[14];
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#else
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#error "Vectors.c: No graphics backend chosen."
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#endif
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FrustumCulling_Normalise(&frustum40, &frustum41, &frustum42, &frustum43);
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}
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@ -123,7 +123,6 @@ CC_API void Matrix_Mul(struct Matrix* result, const struct Matrix* left, const s
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void Matrix_Orthographic(struct Matrix* result, float left, float right, float top, float bottom, float zNear, float zFar);
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void Matrix_PerspectiveFieldOfView(struct Matrix* result, float fovy, float aspect, float zNear, float zFar);
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void Matrix_PerspectiveOffCenter(struct Matrix* result, float left, float right, float bottom, float top, float zNear, float zFar);
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void Matrix_LookRot(struct Matrix* result, Vec3 pos, Vec2 rot);
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cc_bool FrustumCulling_SphereInFrustum(float x, float y, float z, float radius);
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