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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
Rolls back OGL Projection correction.
Epoxy looks to handle the projection depth range so it behaves more like D3D, so this change was doubling up and causing problems.
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6caafc9844
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@ -30,7 +30,6 @@
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#include "platform/profiler.h"
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#include "core/tAlgorithm.h"
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#include "gfx/gfxDevice.h"
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namespace MathUtils
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{
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@ -1450,8 +1449,6 @@ void makeProjection( MatrixF *outMatrix,
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F32 farPlane,
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bool gfxRotate )
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{
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bool isGL = GFX->getAdapterType() == OpenGL;
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Point4F row;
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row.x = 2.0*nearPlane / (right-left);
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row.y = 0.0;
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@ -1467,13 +1464,13 @@ void makeProjection( MatrixF *outMatrix,
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row.x = (left+right) / (right-left);
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row.y = (top+bottom) / (top-bottom);
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row.z = isGL ? -(farPlane + nearPlane) / (farPlane - nearPlane) : farPlane / (nearPlane - farPlane);
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row.z = farPlane / (nearPlane - farPlane);
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row.w = -1.0;
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outMatrix->setRow( 2, row );
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row.x = 0.0;
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row.y = 0.0;
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row.z = isGL ? 2 * nearPlane * farPlane / (nearPlane - farPlane) : nearPlane * farPlane / (nearPlane - farPlane);
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row.z = nearPlane * farPlane / (nearPlane - farPlane);
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row.w = 0.0;
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outMatrix->setRow( 3, row );
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@ -1494,8 +1491,6 @@ void makeOrthoProjection( MatrixF *outMatrix,
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F32 farPlane,
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bool gfxRotate )
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{
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bool isGL = GFX->getAdapterType() == OpenGL;
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Point4F row;
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row.x = 2.0f / (right - left);
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row.y = 0.0f;
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@ -1513,15 +1508,15 @@ void makeOrthoProjection( MatrixF *outMatrix,
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row.y = 0.0f;
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row.w = 0.0f;
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// This needs to be modified to work with OpenGL (d3d has 0..1
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// projection for z, vs -1..1 in OpenGL)
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row.z = isGL ? 2.0f / (nearPlane - farPlane) : 1.0f / (nearPlane - farPlane);
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//Unlike D3D, which has a 0-1 range, OpenGL uses a -1-1 range.
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//However, epoxy internally handles the swap, so the math here is the same for both APIs
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row.z = 1.0f / (nearPlane - farPlane);
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outMatrix->setRow( 2, row );
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row.x = (left + right) / (left - right);
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row.y = (top + bottom) / (bottom - top);
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row.z = isGL ? (nearPlane + farPlane) / (nearPlane - farPlane) : nearPlane / (nearPlane - farPlane);
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row.z = nearPlane / (nearPlane - farPlane);
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row.w = 1.0f;
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outMatrix->setRow( 3, row );
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