Make r_showDepth use currentDepthImage, unless r_skipDepthCapture is 1

This commit is contained in:
Daniel Gibson 2024-06-16 21:33:46 +02:00
parent 5ff59547a4
commit 580257b47e
2 changed files with 61 additions and 24 deletions

View file

@ -983,7 +983,8 @@ extern idCVar r_materialOverride; // override all materials
extern idCVar r_debugRenderToTexture; extern idCVar r_debugRenderToTexture;
extern idCVar r_glDebugContext; extern idCVar r_glDebugContext; // DG: use debug context to call logging callbacks on GL errors
extern idCVar r_skipDepthCapture; // DG: disable capturing depth buffer, used for soft particles
/* /*
==================================================================== ====================================================================

View file

@ -437,7 +437,6 @@ Draw the depth buffer as colors
=================== ===================
*/ */
void RB_ShowDepthBuffer( void ) { void RB_ShowDepthBuffer( void ) {
void *depthReadback;
if ( !r_showDepth.GetBool() ) { if ( !r_showDepth.GetBool() ) {
return; return;
@ -450,39 +449,76 @@ void RB_ShowDepthBuffer( void ) {
qglLoadIdentity(); qglLoadIdentity();
qglOrtho( 0, 1, 0, 1, -1, 1 ); qglOrtho( 0, 1, 0, 1, -1, 1 );
qglRasterPos2f( 0, 0 ); qglRasterPos2f( 0, 0 );
qglPopMatrix();
qglMatrixMode( GL_MODELVIEW );
qglPopMatrix();
GL_State( GLS_DEPTHFUNC_ALWAYS ); GL_State( GLS_DEPTHFUNC_ALWAYS );
qglColor3f( 1, 1, 1 ); qglColor3f( 1, 1, 1 );
globalImages->BindNull();
depthReadback = R_StaticAlloc( glConfig.vidWidth * glConfig.vidHeight*4 ); if ( !r_skipDepthCapture.GetBool() ) {
memset( depthReadback, 0, glConfig.vidWidth * glConfig.vidHeight*4 ); globalImages->currentDepthImage->Bind();
qglReadPixels( 0, 0, glConfig.vidWidth, glConfig.vidHeight, GL_DEPTH_COMPONENT , GL_FLOAT, depthReadback ); const float x=0, y=0, w=1, h=1;
// debug values:
//const float x = 0.1, y = 0.1, w = 0.8, h = 0.8;
//qglColor4f( 0.0f, 0.0f, 0.5f, 1.0f );
const float tx=0, ty=0;
// the actual texturesize of currentDepthImage is the next bigger power of two (POT),
// so the normalized width/height of the part of it we actually wanna show is the following
const float tw = float(glConfig.vidWidth) / float(globalImages->currentDepthImage->uploadWidth);
const float th = float(glConfig.vidHeight) / float(globalImages->currentDepthImage->uploadHeight);
for ( int i = 0 ; i < glConfig.vidWidth * glConfig.vidHeight ; i++ ) { qglBegin( GL_QUADS );
float& px = ((float *)depthReadback)[i]; qglTexCoord2f(tx, ty);
float d = px; qglVertex2f( x, y ); // ( 0,0 );
// the following calculation is based on how the TDM soft particle shader translates the depth value to doom units
// 0.9995 is practically infinite distance, clamping to 0.9994 clamps to max 30k doom units, qglTexCoord2f(tx, ty+th);
// which is more than enough (and prevents a potential division by 0 below) qglVertex2f( x, y+h ); // ( 0,1 );
d = (d < 0.9994f) ? d : 0.9994f;
d = d - 0.9995f; // d is now negative, between -0.0001 and -0.9995 qglTexCoord2f(tx+tw, ty+th);
d = 1.0f / d; qglVertex2f( x+w, y+h ); // ( 1,1 );
// d *= -3.0f; // this would translate d to distance in doom units, doing it together with the next step
d *= (-3.0f / 3000.0f); // now 3000 units is 1.0, i.e. completely white (=> more details for closer distances) qglTexCoord2f(tx+tw, ty);
px = d; qglVertex2f( x+w, y ); // ( 1,0 );
qglEnd();
// TODO: probably a shader transforming this to something viewable
qglPopMatrix();
qglMatrixMode( GL_MODELVIEW );
qglPopMatrix();
} else {
qglPopMatrix();
qglMatrixMode( GL_MODELVIEW );
qglPopMatrix();
globalImages->BindNull();
void* depthReadback = R_StaticAlloc( glConfig.vidWidth * glConfig.vidHeight*4 );
memset( depthReadback, 0, glConfig.vidWidth * glConfig.vidHeight*4 );
qglReadPixels( 0, 0, glConfig.vidWidth, glConfig.vidHeight, GL_DEPTH_COMPONENT , GL_FLOAT, depthReadback );
#if 0 // the following looks better, but is different from the !r_skipDepthCapture.GetBool() case above
// (which draws the captured depth buffer unaltered, unless we add a shader)
for ( int i = 0, n=glConfig.vidWidth * glConfig.vidHeight; i < n ; i++ ) {
float& px = ((float *)depthReadback)[i];
float d = px;
// the following calculation is based on how the TDM soft particle shader translates the depth value to doom units
// 0.9995 is practically infinite distance, clamping to 0.9994 clamps to max 30k doom units,
// which is more than enough (and prevents a potential division by 0 below)
d = (d < 0.9994f) ? d : 0.9994f;
d = d - 0.9995f; // d is now negative, between -0.0001 and -0.9995
d = 1.0f / d;
// d *= -3.0f; // this would translate d to distance in doom units, doing it together with the next step
d *= (-3.0f / 3000.0f); // now 3000 units is 1.0, i.e. completely white (=> more details for closer distances)
px = d;
}
#endif
qglDrawPixels( glConfig.vidWidth, glConfig.vidHeight, GL_LUMINANCE, GL_FLOAT, depthReadback );
R_StaticFree( depthReadback );
} }
qglDrawPixels( glConfig.vidWidth, glConfig.vidHeight, GL_LUMINANCE, GL_FLOAT, depthReadback );
R_StaticFree( depthReadback );
} }
/* /*