quakeforge/libs/video/renderer/vulkan/projection.c
Bill Currie 72f7fcea47 [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.
2023-07-21 11:36:10 +09:00

88 lines
1.8 KiB
C

/*
proejct.c
Vulkan projection matrices
Copyright (C) 2021 Bill Currie <bill@taniwha.org>
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#include <math.h>
#include "QF/cvar.h"
#include "QF/Vulkan/projection.h"
#include "r_internal.h"
void
QFV_Orthographic (mat4f_t proj, float xmin, float xmax, float ymin, float ymax,
float znear, float zfar)
{
proj[0] = (vec4f_t) {
2 / (xmax - xmin),
0,
0,
0
};
proj[1] = (vec4f_t) {
0,
2 / (ymax - ymin),
0,
0
};
proj[2] = (vec4f_t) {
0,
0,
1 / (znear - zfar),
0
};
proj[3] = (vec4f_t) {
-(xmax + xmin) / (xmax - xmin),
-(ymax + ymin) / (ymax - ymin),
znear / (znear - zfar),
1,
};
}
void
QFV_PerspectiveTan (mat4f_t proj, float fov_x, float fov_y)
{
float neard;
neard = r_nearclip;
proj[0] = (vec4f_t) { 1 / fov_x, 0, 0, 0 };
proj[1] = (vec4f_t) { 0, 1 / fov_y, 0, 0 };
proj[2] = (vec4f_t) { 0, 0, 0, 1 };
proj[3] = (vec4f_t) { 0, 0, neard, 0 };
}
void
QFV_PerspectiveCos (mat4f_t proj, float fov)
{
// square first for auto-abs (no support for > 180 degree fov)
fov = fov * fov;
float t = sqrt ((1 - fov) / fov);
QFV_PerspectiveTan (proj, t, t);
}