[Scummvm-git-logs] scummvm master -> f887af81fada66cafa2f1b7793006fc43a3385c3
aquadran
noreply at scummvm.org
Sat Nov 2 17:58:10 UTC 2024
This automated email contains information about 1 new commit which have been
pushed to the 'scummvm' repo located at https://github.com/scummvm/scummvm .
Summary:
f887af81fa WINTERMUTE: Corrected conversion depth range from DX to OGL in perspective matrix
Commit: f887af81fada66cafa2f1b7793006fc43a3385c3
https://github.com/scummvm/scummvm/commit/f887af81fada66cafa2f1b7793006fc43a3385c3
Author: PaweÅ KoÅodziejski (aquadran at gmail.com)
Date: 2024-11-02T18:58:04+01:00
Commit Message:
WINTERMUTE: Corrected conversion depth range from DX to OGL in perspective matrix
Changed paths:
engines/wintermute/base/gfx/opengl/base_render_opengl3d.cpp
engines/wintermute/base/gfx/opengl/base_render_opengl3d_shader.cpp
diff --git a/engines/wintermute/base/gfx/opengl/base_render_opengl3d.cpp b/engines/wintermute/base/gfx/opengl/base_render_opengl3d.cpp
index fbb4688031c..717808bafa0 100644
--- a/engines/wintermute/base/gfx/opengl/base_render_opengl3d.cpp
+++ b/engines/wintermute/base/gfx/opengl/base_render_opengl3d.cpp
@@ -532,8 +532,9 @@ bool BaseRenderOpenGL3D::setProjection() {
matProj.matrix._32 = (offsetY + (mtop - mbottom) / 2 - modHeight) / viewportHeight * 2.0f;
// convert DX [0, 1] depth range to OpenGL [-1, 1] depth range.
- matProj.matrix._33 = (matProj.matrix._33 * 2.0f) - 1.0f;
- matProj.matrix._43 *= 2.0f;
+ float range = 2.0f / (_farClipPlane - _nearClipPlane);
+ matProj.matrix._33 = range;
+ matProj.matrix._43 = -(_nearClipPlane + _farClipPlane) * range / 2;
return setProjectionTransform(matProj);
}
diff --git a/engines/wintermute/base/gfx/opengl/base_render_opengl3d_shader.cpp b/engines/wintermute/base/gfx/opengl/base_render_opengl3d_shader.cpp
index 290c9ae58b7..d3fa5708f1b 100644
--- a/engines/wintermute/base/gfx/opengl/base_render_opengl3d_shader.cpp
+++ b/engines/wintermute/base/gfx/opengl/base_render_opengl3d_shader.cpp
@@ -489,8 +489,9 @@ bool BaseRenderOpenGL3DShader::setProjection() {
matProj.matrix._32 = (offsetY + (mtop - mbottom) / 2 - modHeight) / viewportHeight * 2.0f;
// convert DX [0, 1] depth range to OpenGL [-1, 1] depth range.
- matProj.matrix._33 = (matProj.matrix._33 * 2.0f) - 1.0f;
- matProj.matrix._43 *= 2.0f;
+ float range = 2.0f / (_farClipPlane - _nearClipPlane);
+ matProj.matrix._33 = range;
+ matProj.matrix._43 = -(_nearClipPlane + _farClipPlane) * range / 2;
return setProjectionTransform(matProj);
}
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