}
wrender =
{
- .fbreflect = { .format = GL_RGB, .div = 4 },
+ .fbreflect = { .format = GL_RGB, .div = 3 },
.fbdepth = { .format = GL_RGBA, .div = 4 }
};
vg_info( "Computing depth map\n" );
u8 *img = malloc( kres*kres );
+ boxf interior;
+ v3_add(bounds[0],(v3f){1.0f,1.0f,1.0f},interior[0]);
+ v3_sub(bounds[1],(v3f){1.0f,1.0f,1.0f},interior[1]);
+
v3f volume;
- v3_sub( bounds[1], bounds[0], volume );
- box_copy( bounds, wrender.depthbounds );
+ v3_sub( interior[1], interior[0], volume );
+ box_copy( interior, wrender.depthbounds );
for( int y=0; y<kres; y++ )
{
for( int x=0; x<kres; x++ )
{
v3f pos = { x, 0.0f, y };
- v3_divs( pos, kres, pos );
- v3_muladd( bounds[0], pos, volume, pos );
- pos[1] = wrender.height;
+ pos[0] += 0.5f;
+ pos[1] += 0.5f;
+ v3_divs( pos, kres+1, pos );
+ v3_muladd( interior[0], pos, volume, pos );
+ pos[1] = 2000.0f;
ray_hit hit;
hit.dist = INFINITY;
*dst = (u8)(h*255.0f);
}
else
+ {
*dst = 0;
+ }
}
}
m4x3_invert_affine( camera, inverse );
m4x3_expand( inverse, view );
- v4f clippb = { 0.0f, -1.0f, 0.0f, -(wrender.height) };
+ float bias = -(camera[3][1]-wrender.height)*0.1f;
+ v4f clippb = { 0.0f, -1.0f, 0.0f, -(wrender.height) + bias };
m4x3_mulp( inverse, clippb, clippb );
clippb[3] *= -1.0f;