Temporary solution for precision problems in spherical grids.

This commit is contained in:
Jonathas Costa
2020-05-28 17:01:08 -04:00
parent 9c2b5eefb2
commit 2c1035f05d
3 changed files with 35 additions and 17 deletions

View File

@@ -214,16 +214,22 @@ void RenderableSphericalGrid::render(const RenderData& data, RendererTasks&){
const glm::dmat4 modelViewTransform = data.camera.combinedViewMatrix() *
modelTransform;
_gridProgram->setUniform("modelViewTransform", glm::mat4(modelViewTransform));
_gridProgram->setUniform("projectionTransform", data.camera.projectionMatrix());
_gridProgram->setUniform("modelViewTransform", modelViewTransform);
_gridProgram->setUniform("projectionTransform", glm::dmat4(data.camera.projectionMatrix()));
_gridProgram->setUniform("gridColor", _gridColor);
float adjustedLineWidth = 1.f;
#ifndef __APPLE__
adjustedLineWidth = _lineWidth;
#endif
// Saves current state:
GLboolean isBlendEnabled = glIsEnabledi(GL_BLEND, 0);
GLboolean isLineSmoothEnabled = glIsEnabled(GL_LINE_SMOOTH);
GLfloat currentLineWidth;
glGetFloatv(GL_LINE_WIDTH, &currentLineWidth);
GLboolean isLineSmoothEnabled = glIsEnabled(GL_LINE_SMOOTH);
GLenum blendEquationRGB, blendEquationAlpha, blendDestAlpha,
blendDestRGB, blendSrcAlpha, blendSrcRGB;
@@ -235,11 +241,11 @@ void RenderableSphericalGrid::render(const RenderData& data, RendererTasks&){
glGetIntegerv(GL_BLEND_SRC_RGB, &blendSrcRGB);
// Changes GL state:
glLineWidth(_lineWidth);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glLineWidth(adjustedLineWidth);
glEnablei(GL_BLEND, 0);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_LINE_SMOOTH);
glBindVertexArray(_vaoID);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _iBufferID);
glDrawElements(_mode, _isize, GL_UNSIGNED_INT, nullptr);
@@ -251,9 +257,11 @@ void RenderableSphericalGrid::render(const RenderData& data, RendererTasks&){
glLineWidth(currentLineWidth);
glBlendEquationSeparate(blendEquationRGB, blendEquationAlpha);
glBlendFuncSeparate(blendSrcRGB, blendDestRGB, blendSrcAlpha, blendDestAlpha);
if (!isBlendEnabled) {
glDisablei(GL_BLEND, 0);
}
if (!isLineSmoothEnabled) {
glDisable(GL_LINE_SMOOTH);
}

View File

@@ -27,6 +27,7 @@
in float vs_screenSpaceDepth;
in vec4 vs_positionViewSpace;
flat in double vs_double_depth;
uniform vec4 gridColor;
uniform float opacity;
@@ -34,9 +35,15 @@ uniform float opacity;
Fragment getFragment() {
Fragment frag;
frag.color = gridColor;
frag.color.a *= opacity;
frag.depth = vs_screenSpaceDepth;
frag.color.a *= opacity;
// JCC: Temp solution for depth precision problems.
frag.depth = float(vs_double_depth);
//frag.depth = vs_screenSpaceDepth;
frag.gPosition = vs_positionViewSpace;
frag.gNormal = vec4(0.0, 0.0, 0.0, 1.0);
// There is no normal here
frag.gNormal = vec4(0.0, 0.0, -1.0, 1.0);
return frag;
}

View File

@@ -30,16 +30,19 @@ layout(location = 0) in vec3 in_position;
out float vs_screenSpaceDepth;
out vec4 vs_positionViewSpace;
flat out double vs_double_depth;
uniform mat4 modelViewTransform;
uniform mat4 projectionTransform;
uniform dmat4 modelViewTransform;
uniform dmat4 projectionTransform;
void main() {
vec4 positionViewSpace = modelViewTransform * vec4(in_position, 1.0);
vec4 positionClipSpace = projectionTransform * positionViewSpace;
vec4 positionScreenSpace = z_normalization(positionClipSpace);
vs_screenSpaceDepth = positionScreenSpace.w;
vs_positionViewSpace = positionViewSpace;
dvec4 positionViewSpace = modelViewTransform * dvec4(in_position, 1.0);
dvec4 positionClipSpace = projectionTransform * positionViewSpace;
vec4 positionScreenSpace = z_normalization(vec4(positionClipSpace));
vs_double_depth = positionClipSpace.w;
vs_screenSpaceDepth = float(positionClipSpace.w);
vs_positionViewSpace = vec4(positionViewSpace);
gl_Position = positionScreenSpace;
}