Reverse depth & 32F buffer format

-Adds reversed depth projection model, dramatically increasing depth buffer effective resolution.
-Adds 32F depth 8U stencil format GFXFormatD32FS8X24 (following DX naming conventions). Note this is a 64-bit format, and likely not suitable for mobile platforms. Revert to GFXFormatD24S8 in renderManager.tscript for mobile & "ancient" platforms.
-Corrects alignment of texture type details array.
This commit is contained in:
AtomicWalrus 2023-04-14 20:13:28 -06:00
parent c08fa359d2
commit 75625dc679
37 changed files with 91 additions and 57 deletions

View file

@ -170,7 +170,7 @@ void CubeLightShadowMap::_render( RenderPassManager* renderPass,
mTarget->attachTexture(GFXTextureTarget::Color0, mCubemap, i);
mTarget->attachTexture(GFXTextureTarget::DepthStencil, _getDepthTarget( mTexSize, mTexSize ));
GFX->setActiveRenderTarget(mTarget);
GFX->clear( GFXClearTarget | GFXClearStencil | GFXClearZBuffer, ColorI(255,255,255,255), 1.0f, 0 );
GFX->clear( GFXClearTarget | GFXClearStencil | GFXClearZBuffer, ColorI(255,255,255,255), 0.0f, 0 );
// Create scene state, prep it
SceneManager* sceneManager = diffuseState->getSceneManager();