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WebGLRenderer: add reverse-z via EXT_clip_control #29445
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📦 Bundle sizeFull ESM build, minified and gzipped.
🌳 Bundle size after tree-shakingMinimal build including a renderer, camera, empty scene, and dependencies.
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if ( capabilities.reverseDepthBuffer ) { | ||
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toReversedProjectionMatrix( camera.projectionMatrix ); | ||
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} | ||
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p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix ); | ||
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if ( capabilities.reverseDepthBuffer ) { | ||
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toForwardProjectionMatrix( camera.projectionMatrix ); | ||
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} | ||
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Can I call uniformMatrix4f
here somehow? Should be fast and clean.
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Do you mind explaining in more detail what you want to do?
@@ -57,6 +57,58 @@ import { WebGLUniformsGroups } from './webgl/WebGLUniformsGroups.js'; | |||
import { createCanvasElement, probeAsync, warnOnce } from '../utils.js'; | |||
import { ColorManagement } from '../math/ColorManagement.js'; | |||
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function toReversedProjectionMatrix( projectionMatrix ) { |
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Can we put these functions into src/utils.js
?
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if ( capabilities.reverseDepthBuffer ) { | ||
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toForwardProjectionMatrix( camera.projectionMatrix ); |
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Instead of recomputing the projection matrix, couldn't you store the previous projection matrix in a temporary variable and then copy it back? Something like:
camera.projectionMatrix.copy( currentProjectionMatrix );
Related issue: #22017 (comment)
Description
Implements a reversed depth buffer with a [0, 1] projection matrix via
EXT_clip_control
, which is a strict improvement over logarithmic depth where supported. A reverse depth buffer exploits the high precision range of [0, ~0.8] and inverts depth to better the distribution at distance. This is not only significantly faster than logarithmic depth (where use ofgl_FragDepth
disables early-z optimizations and MSAA coverage) but more accurate. See the below articles, which visualize this effect.https://tomhultonharrop.com/mathematics/graphics/2023/08/06/reverse-z.html
https://developer.nvidia.com/blog/visualizing-depth-precision
As both a [0, 1] and reversed projection matrix would require drastic changes to sensitive code like frustum planes or raycasting, I've hidden both conversions when setting the
projectionMatrix
uniform inWebGLRenderer
. It's possible this can be moved to a shader chunk, but any inline clip-space math must account for this mode, and we'll need to add a shader define accordingly.The same is true for logarithmic depth, e.g., pmndrs/drei#1737. I've debated adding methods to packing chunks for these.