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[vulkan] Switch to reversed depth, infinite far plane
Based on the article (https://developer.nvidia.com/content/depth-precision-visualized), this should give nice precision behavior, and removes the need to worry about large maps getting clipped. If I'm doing my math correctly, despite being reversed, near precision is still crazy high. And (thanks to the reversed depth) about a quarter of a unit (for near clip of 4) out at 1M unit distance.
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3 changed files with 9 additions and 10 deletions
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@ -68,15 +68,14 @@ QFV_Orthographic (mat4f_t proj, float xmin, float xmax, float ymin, float ymax,
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void
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QFV_PerspectiveTan (mat4f_t proj, float fov_x, float fov_y)
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{
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float neard, fard;
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float neard;
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neard = r_nearclip;
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fard = r_farclip;
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proj[0] = (vec4f_t) { 1 / fov_x, 0, 0, 0 };
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proj[1] = (vec4f_t) { 0, 1 / fov_y, 0, 0 };
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proj[2] = (vec4f_t) { 0, 0, fard / (fard - neard), 1 };
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proj[3] = (vec4f_t) { 0, 0, (neard * fard) / (neard - fard), 0 };
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proj[2] = (vec4f_t) { 0, 0, 0, 1 };
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proj[3] = (vec4f_t) { 0, 0, neard, 0 };
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}
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void
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@ -130,14 +130,14 @@ properties = {
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depth_test_and_write = {
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depthTestEnable = true;
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depthWriteEnable = true;
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depthCompareOp = less_or_equal;
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depthCompareOp = greater_or_equal;
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depthBoundsTestEnable = false;
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stencilTestEnable = false;
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};
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depth_test_only = {
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depthTestEnable = true;
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depthWriteEnable = false;
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depthCompareOp = less_or_equal;
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depthCompareOp = greater_or_equal;
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depthBoundsTestEnable = false;
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stencilTestEnable = false;
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};
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@ -151,7 +151,7 @@ properties = {
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depth_disable = {
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depthTestEnable = false;
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depthWriteEnable = false;
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depthCompareOp = less_or_equal;
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depthCompareOp = greater_or_equal;
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depthBoundsTestEnable = false;
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stencilTestEnable = false;
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};
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@ -1124,7 +1124,7 @@ renderpasses = {
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format = $images.depth.format;
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loadOp = clear;
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finalLayout = depth_stencil_attachment_optimal;
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clearValue = { depthStencil = { depth = 1; stencil = 0; }; };
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clearValue = { depthStencil = { depth = 0; stencil = 0; }; };
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view = depth;
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};
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color = {
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@ -1586,7 +1586,7 @@ renderpasses = {
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format = $images.cube_depth.format;
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loadOp = clear;
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finalLayout = depth_stencil_attachment_optimal;
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clearValue = { depthStencil = { depth = 1; stencil = 0; }; };
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clearValue = { depthStencil = { depth = 0; stencil = 0; }; };
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view = cube_depth;
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};
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color = {
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@ -215,7 +215,7 @@ alias_draw (const exprval_t **params, exprval_t *result, exprctx_t *ectx)
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// FIXME hack the depth range to prevent view model
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// from poking into walls
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if (vmod && ent.id == vr_data.view_model.id) {
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alias_depth_range (taskctx, 0, 0.3);
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alias_depth_range (taskctx, 0.7, 1);
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}
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alias_draw_ent (taskctx, ent, pass);
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// unhack in case the view_model is not the last
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