Simplify the depth value transformations to reduce the number of operations
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@@ -1031,12 +1031,15 @@ void TinyRendererVisualShapeConverter::copyCameraImageData(unsigned char* pixels
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// TinyRenderer returns clip coordinates, transform to eye coordinates first
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// TinyRenderer returns clip coordinates, transform to eye coordinates first
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float z_c = -m_data->m_depthBuffer[i+startPixelIndex];
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float z_c = -m_data->m_depthBuffer[i+startPixelIndex];
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float distance = (farPlane - nearPlane) / (farPlane + nearPlane) * (z_c + 2. * farPlane * nearPlane / (farPlane - nearPlane));
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// float distance = (farPlane - nearPlane) / (farPlane + nearPlane) * (z_c + 2. * farPlane * nearPlane / (farPlane - nearPlane));
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// the depth buffer value is between 0 and 1
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// The depth buffer value is between 0 and 1
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float a = farPlane / (farPlane - nearPlane);
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// float a = farPlane / (farPlane - nearPlane);
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float b = farPlane * nearPlane / (nearPlane - farPlane);
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// float b = farPlane * nearPlane / (nearPlane - farPlane);
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depthBuffer[i] = a + b / distance;
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// depthBuffer[i] = a + b / distance;
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// Simply the above expressions
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depthBuffer[i] = farPlane * (nearPlane + z_c) / (2. * farPlane * nearPlane + farPlane * z_c - nearPlane * z_c);
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}
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}
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if (segmentationMaskBuffer)
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if (segmentationMaskBuffer)
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{
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{
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