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

@ -160,6 +160,14 @@ bool MatrixF::fullInverse()
return true;
}
void MatrixF::reverseProjection()
{
m[idx(0, 2)] = m[idx(0, 3)] - m[idx(0, 2)];
m[idx(1, 2)] = m[idx(1, 3)] - m[idx(1, 2)];
m[idx(2, 2)] = m[idx(2, 3)] - m[idx(2, 2)];
m[idx(3, 2)] = m[idx(3, 3)] - m[idx(3, 2)];
}
EulerF MatrixF::toEuler() const
{
const F32 * mat = m;