Render 2D with depth, reverse depth of camera projection

dirty fix in Renderer...
This commit is contained in:
Simon Lübeß
2024-02-16 17:31:32 +01:00
parent 0321bd91c4
commit 59aaec572b
5 changed files with 24 additions and 10 deletions
+3
View File
@@ -392,6 +392,9 @@ namespace GlitchyEngine.Renderer
_lights.Clear();
// TODO: I don't understand why we need to clear depth here. It should happen in SceneRenderer, but doesn't work for some reason...
RenderCommand.Clear(_sceneConstants.CompositionTarget, .Depth);
// Copy EntityIDs to compositionTarget
_gBuffer.Target.CopyTo(_sceneConstants.CompositionTarget, 1, int2.Zero, int2((int32)_sceneConstants.CameraTarget.Width, (int32)_sceneConstants.CameraTarget.Height), int2.Zero, 6);
+4
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@@ -759,9 +759,13 @@ namespace GlitchyEngine.Renderer
SortInstances();
RenderCommand.SetDepthStencilState(Renderer.[Friend]_meshDepthStencilState);
DrawDeferredQuads();
DrawDeferredCircles();
DrawDeferredLines();
RenderCommand.SetDepthStencilState(Renderer.[Friend]_fullscreenDepthState);
}
private static void DrawDeferredQuads()
@@ -274,15 +274,16 @@ namespace GlitchyEngine.World
float halfWidth = halfHeight * _aspectRatio;
_projection = Matrix.OrthographicProjectionOffCenter(-halfWidth, halfWidth, halfHeight, -halfHeight,
_orthographicNearPlane, _orthographicFarPlane);
// Swap far and near plane, because we use reversed depth!
_orthographicFarPlane, _orthographicNearPlane);
}
else if (_projectionType case .Perspective)
{
_projection = Matrix.PerspectiveProjection(_perspectiveFovY, _aspectRatio, _perspectiveNearPlane, _perspectiveFarPlane);
_projection = Matrix.ReversedPerspectiveProjection(_perspectiveFovY, _aspectRatio, _perspectiveNearPlane, _perspectiveFarPlane);
}
else if (_projectionType case .InfinitePerspective)
{
_projection = Matrix.InfinitePerspectiveProjection(_perspectiveFovY, _aspectRatio, _perspectiveNearPlane);
_projection = Matrix.ReversedInfinitePerspectiveProjection(_perspectiveFovY, _aspectRatio, _perspectiveNearPlane);
}
}
}
+1 -1
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@@ -308,7 +308,7 @@ namespace GlitchyEngine.World
private void UpdateProjection() mut
{
//_projection = Matrix.InfinitePerspectiveProjection(_fovY, _aspectRatio, _nearPlane);
_projection = Matrix.PerspectiveProjection(_fovY, _aspectRatio, _nearPlane, 10000);
_projection = Matrix.ReversedPerspectiveProjection(_fovY, _aspectRatio, _nearPlane, 10000);
}
public void OnViewportResize(uint32 sizeX, uint32 sizeY) mut
+12 -6
View File
@@ -1,6 +1,7 @@
using GlitchyEngine.Renderer;
using GlitchyEngine.Content;
using GlitchyEngine.Math;
using System;
namespace GlitchyEngine.World;
@@ -26,20 +27,23 @@ class SceneRenderer
{
RenderTargetGroupDescription desc = .(100, 100,
TargetDescription[](
RenderTargetFormat.R16G16B16A16_Float,
.(RenderTargetFormat.R32_UInt) {ClearColor = .UInt(uint32.MaxValue)}),
RenderTargetFormat.D24_UNorm_S8_UInt);
.(.R16G16B16A16_Float, ownDebugName: new String("Color")),
.(.R32_UInt) {ClearColor = .UInt(uint32.MaxValue), DebugName = new String("EntityId")}
),
TargetDescription(.D24_UNorm_S8_UInt, clearColor: ClearColor.DepthStencil(0.0f, 0)));
_compositeTarget = new RenderTargetGroup(desc);
_compositeTarget.[Friend]Identifier = "Composite Target";
_cameraTarget = new RenderTargetGroup(.(){
Width = 100,
Height = 100,
ColorTargetDescriptions = TargetDescription[](
.(.R16G16B16A16_Float),
.(.R32_UInt)
.(.R16G16B16A16_Float, ownDebugName: new String("Color")),
.(.R32_UInt) {ClearColor = .UInt(uint32.MaxValue), DebugName = new String("EntityId")}
),
DepthTargetDescription = .(.D24_UNorm_S8_UInt)
DepthTargetDescription = .(.D24_UNorm_S8_UInt, clearColor: ClearColor.DepthStencil(0.0f, 0))
});
_cameraTarget.[Friend]Identifier = "Camera Target";
_gammaCorrectEffect = Content.LoadAsset("Resources/Shaders/GammaCorrect.hlsl");
}
@@ -84,6 +88,8 @@ class SceneRenderer
renderTarget = _cameraTarget..AddRef();
RenderCommand.Clear(_compositeTarget, .ColorDepth);
// 3D render
Renderer.BeginScene(*primaryCamera, primaryCameraTransform, renderTarget, _compositeTarget);