also initialize near/far for depth shader in TinyRenderer

This commit is contained in:
Erwin Coumans 2017-05-26 09:45:26 -07:00
parent 9d78809a55
commit 8c6d4a4c85
2 changed files with 8 additions and 5 deletions

View File

@ -38,6 +38,9 @@ struct DepthShader : public IShader {
m_lightModelView(lightModelView),
m_lightDistance(lightDistance)
{
m_nearPlane = m_projectionMat.col(3)[2]/(m_projectionMat.col(2)[2]-1);
m_farPlane = m_projectionMat.col(3)[2]/(m_projectionMat.col(2)[2]+1);
m_invModelMat = m_modelMat.invert_transpose();
}
virtual Vec4f vertex(int iface, int nthvert) {
@ -580,7 +583,6 @@ void TinyRenderer::renderObjectDepth(TinyRenderObjectData& renderData)
Vec3f localScaling(renderData.m_localScaling[0],renderData.m_localScaling[1],renderData.m_localScaling[2]);
DepthShader shader(model, lightModelViewMatrix, lightViewProjectionMatrix,renderData.m_modelMatrix, localScaling, light_distance);
shader.m_farPlane=1e30;
for (int i=0; i<model->nfaces(); i++)
{
for (int j=0; j<3; j++) {

View File

@ -184,6 +184,7 @@ void triangle(mat<4,3,float> &clipc, IShader &shader, TGAImage &image, float *zb
discard=true;
if (frag_depth>-shader.m_nearPlane)
discard=true;
if (!discard) {
zbuffer[P.x+P.y*image.get_width()] = frag_depth;
if (segmentationMaskBuffer)