Clear up the projection definition

This commit is contained in:
Gustas
2023-09-16 17:49:36 +03:00
committed by Matthias Mailänder
parent 79b10ba9a5
commit c009f58980
2 changed files with 8 additions and 7 deletions

View File

@@ -218,9 +218,10 @@ namespace OpenRA.Graphics
public void SetViewportParams(Size sheetSize, int downscale, float depthMargin, int2 scroll)
{
// Calculate the scale (r1) and offset (r2) that convert from OpenRA viewport pixels
// to OpenGL normalized device coordinates (NDC). OpenGL expects coordinates to vary from [-1, 1],
// so we rescale viewport pixels to the range [0, 2] using r1 then subtract 1 using r2.
// OpenGL only renders x and y coordinates inside [-1, 1] range. We project world coordinates
// using p1 to values [0, 2] and then subtract by 1 using p2, where p stands for projection. It's
// standard practice for shaders to use a projection matrix, but as we project orthographically
// we are able to send less data to the GPU.
var width = 2f / (downscale * sheetSize.Width);
var height = 2f / (downscale * sheetSize.Height);
@@ -241,8 +242,8 @@ namespace OpenRA.Graphics
var depth = depthMargin != 0f ? 2f / (downscale * (sheetSize.Height + depthMargin)) : 0;
shader.SetVec("DepthTextureScale", 128 * depth);
shader.SetVec("Scroll", scroll.X, scroll.Y, depthMargin != 0f ? scroll.Y : 0);
shader.SetVec("r1", width, height, -depth);
shader.SetVec("r2", -1, -1, depthMargin != 0f ? 1 : 0);
shader.SetVec("p1", width, height, -depth);
shader.SetVec("p2", -1, -1, depthMargin != 0f ? 1 : 0);
}
public void SetDepthPreview(bool enabled, float contrast, float offset)

View File

@@ -1,7 +1,7 @@
#version {VERSION}
uniform vec3 Scroll;
uniform vec3 r1, r2;
uniform vec3 p1, p2;
#if __VERSION__ == 120
attribute vec3 aVertexPosition;
@@ -116,7 +116,7 @@ vec4 SelectPalettedFraction(float x)
void main()
{
gl_Position = vec4((aVertexPosition - Scroll) * r1 + r2, 1);
gl_Position = vec4((aVertexPosition - Scroll) * p1 + p2, 1);
vTexCoord = aVertexTexCoord;
vTexMetadata = aVertexTexMetadata;