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Try to avoid depth precision problems with faraway objects with higher FOV on direct3d9
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@ -973,13 +973,18 @@ void Gfx_CalcOrthoMatrix(float width, float height, struct Matrix* matrix) {
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matrix->row4.Z = ORTHO_NEAR / (ORTHO_NEAR - ORTHO_FAR);
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matrix->row4.Z = ORTHO_NEAR / (ORTHO_NEAR - ORTHO_FAR);
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}
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}
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void Gfx_CalcPerspectiveMatrix(float fov, float aspect, float zFar, struct Matrix* matrix) {
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static float CalcZNear(float fov) {
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/* With reversed z depth, near Z plane can be much closer (with sufficient depth buffer precision) */
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/* With reversed z depth, near Z plane can be much closer (with sufficient depth buffer precision) */
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/* This reduces clipping with high FOV without sacrificing depth precision for faraway objects */
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/* This reduces clipping with high FOV without sacrificing depth precision for faraway objects */
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/* However for low FOV, don't reduce near Z in order to gain a bit more depth precision */
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/* However for low FOV, don't reduce near Z in order to gain a bit more depth precision */
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float zNear = (depthBits < 24 || fov <= 70 * MATH_DEG2RAD) ? 0.05f : 0.001953125f;
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if (depthBits < 24 || fov <= 70 * MATH_DEG2RAD) return 0.05f;
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Matrix_PerspectiveFieldOfView(matrix, fov, aspect, zNear, zFar);
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if (fov <= 100 * MATH_DEG2RAD) return 0.025f;
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if (fov <= 150 * MATH_DEG2RAD) return 0.0125f;
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return 0.00390625f;
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}
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void Gfx_CalcPerspectiveMatrix(float fov, float aspect, float zFar, struct Matrix* matrix) {
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Matrix_PerspectiveFieldOfView(matrix, fov, aspect, CalcZNear(fov), zFar);
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/* Adjust the projection matrix to produce reversed Z values */
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/* Adjust the projection matrix to produce reversed Z values */
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matrix->row3.Z = -matrix->row3.Z - 1.0f;
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matrix->row3.Z = -matrix->row3.Z - 1.0f;
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matrix->row4.Z = -matrix->row4.Z;
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matrix->row4.Z = -matrix->row4.Z;
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