Map projections' depth like the client's renderer

IMVU's projections give depth from -1 to 1; its Direct3D renderer maps it to 0 to 1, and now so does ours. Without that, the nearer half of the depth range was clipped, the whole 2D overlay (name tags, the frame rate, the room's title) with it. The adapter also draws drawTrianglesFromMemory without indices, and sums up what the client draws in its log.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
This commit is contained in:
dhkatzandClaude Opus 5.5 committed 2026-10-28 07:01:47 -07:00
1 parent 299cd8c312
commit 3cdda4c7ed
6 files changed
+78 -43

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+34 -2
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@@ -5,6 +5,7 @@
#include <bit>
#include <cmath>
#include <cstring>
#include <vector>
#include "log.hpp"
#include "resources.hpp"
@@ -53,6 +54,9 @@ void Engine::clear(std::uint32_t flags, imvu::Color color)
void Engine::setProjection(imvu::Vec2i viewport, const imvu::Mat4f& projection)
{
inner_->setProjection(viewport, projection);
if (projection.m[2][3] == 0.0f) {
++stats_.flat;
}
protocol::SetProjection command{viewport.x, viewport.y, {}};
std::memcpy(command.m, &projection.m[0][0], sizeof(command.m));
recorder_->add(Op::SetProjection, command);
@@ -253,6 +257,14 @@ void Engine::endRendering()
recorder_->add(Op::EndFrame, protocol::EndFrame{static_cast<std::uint64_t>(now.QuadPart)});
recorder_->flush(true);
++frames_;
if (frames_ % 300 == 0 && statsLogged_ < 6) {
++statsLogged_;
log::info("engine: last 300 frames: drawTriangles {} (and {} with buffers not ours), drawTrianglesFromMemory {} "
"(and {} without indices), point sprites {}, lines {}, 2D projections {}",
stats_.triangles, stats_.foreignTriangles, stats_.indexed, stats_.unindexed, stats_.sprites, stats_.lines,
stats_.flat);
stats_ = {};
}
}
void Engine::drawTriangles(imvu::PiInternalIndexBuffer* indices, imvu::PiInternalVertexBuffer* positions,
@@ -260,15 +272,21 @@ void Engine::drawTriangles(imvu::PiInternalIndexBuffer* indices, imvu::PiInterna
imvu::PiInternalVertexBuffer* colors)
{
inner_->drawTriangles(inner(indices), inner(positions), inner(normals), inner(texCoords), inner(colors));
++(id(indices) != 0 && id(positions) != 0 ? stats_.triangles : stats_.foreignTriangles);
recorder_->add(Op::DrawTriangles,
protocol::DrawTriangles{id(indices), id(positions), id(normals), id(texCoords), id(colors)});
}
void Engine::drawLine(imvu::Vec3f from, imvu::Vec3f to, imvu::Color color) { inner_->drawLine(from, to, color); }
void Engine::drawLine(imvu::Vec3f from, imvu::Vec3f to, imvu::Color color)
{
inner_->drawLine(from, to, color);
++stats_.lines;
}
void Engine::drawPointSprites(const imvu::PointSpriteVector& sprites)
{
inner_->drawPointSprites(sprites);
++stats_.sprites;
if (sprites.first == nullptr || sprites.last <= sprites.first) {
return;
}
@@ -287,9 +305,23 @@ void Engine::drawTrianglesFromMemory(std::uint32_t vertexCount, std::uint32_t in
const imvu::VertexAttributeArray<imvu::Color>& colors)
{
inner_->drawTrianglesFromMemory(vertexCount, indexCount, indices, positions, normals, texCoords, colors);
if (indices == nullptr || positions.data == nullptr || vertexCount == 0) {
++(indices != nullptr ? stats_.indexed : stats_.unindexed);
if (positions.data == nullptr || vertexCount == 0) {
return;
}
// Without indices: the vertices in order, as a triangle list.
std::vector<std::uint16_t> sequence;
if (indices == nullptr) {
if (vertexCount > 0xffff) {
return;
}
sequence.resize(vertexCount - vertexCount % 3);
for (std::size_t i = 0; i < sequence.size(); ++i) {
sequence[i] = static_cast<std::uint16_t>(i);
}
indices = sequence.data();
indexCount = static_cast<std::uint32_t>(sequence.size());
}
const bool hasNormals = normals.data != nullptr && normals.count >= vertexCount;
const bool hasTexCoords = texCoords.data != nullptr && texCoords.count >= vertexCount;
const bool hasColors = colors.data != nullptr && colors.count >= vertexCount;
+13
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@@ -69,6 +69,19 @@ private:
std::uint64_t frames_ = 0;
int foreignLogged_ = 0; // diagnostics: textures the client renderer made, render targets
// Diagnostics: what the client draws, summed over 300 frames and logged (the first few times).
struct Stats {
std::uint32_t triangles = 0; // drawTriangles with our buffers
std::uint32_t foreignTriangles = 0; // drawTriangles with buffers that aren't ours (not drawn)
std::uint32_t indexed = 0; // drawTrianglesFromMemory with indices
std::uint32_t unindexed = 0; // drawTrianglesFromMemory without
std::uint32_t sprites = 0;
std::uint32_t lines = 0;
std::uint32_t flat = 0; // setProjection with an orthographic projection (2D)
};
Stats stats_;
int statsLogged_ = 0;
};
} // namespace t5de
+15 -2
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@@ -36,8 +36,21 @@ client exits.
## Status
The renderer process draws the client's whole scene, over the right half of the 3D view, beside the client's own
Direct3D renderer on the left (the adapter still forwards everything to it): `T5DE_RENDERER_VIEW=full` or `off`
changes that. Checked in rooms: the halves match, particles included.
Direct3D renderer on the left (the adapter still forwards everything to it). Checked in rooms with screenshots of
both renderers side by side (the compare view): they match, particles and the 2D overlay (name tags) included.
For comparing while the client runs (development):
- Views: `T5DE_RENDERER_VIEW` (off, split, full or compare) when the client starts, or
`%TEMP%\t5de-renderer-view.txt` holding one of those at any time. Compare draws the left half's scene over the
right half, so both renderers show the same thing side by side.
- `%TEMP%\t5de-renderer-shaders\fixed_function.hlsl`, if present, replaces the built-in shaders and is reloaded
when it changes.
- The renderer process runs from a copy (`%TEMP%\t5de-renderer`), so `t5de-renderer.exe` can be replaced while the
client runs; engines started afterwards run the new one (the room's view keeps its engine until the client
restarts).
- The adapter's log (`%TEMP%\t5de-renderer.log`) sums up what the client draws every 300 frames (the first few
times), and logs textures and render targets the client renderer made itself.
- The command stream (`include/t5de/protocol/commands.hpp`) carries state, transforms, lights, fog, textures,
buffers (copied when created or updated) and draws, in chunks through the channel; the adapter waits for each to
+9 -2
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@@ -71,9 +71,16 @@ virtual methods, IMVU's code only uses an engine through helpers that call its v
vertical field of view, Direct3D's 0 to 1 depth) and an orthographic one for 2D, orthonormal view rotations,
opaque clear colors, ambient light with zero alpha, linear fog (1 to 50), scrolling texture transforms. Furniture
vertices are interleaved: positions and normals are 12-byte elements 32 bytes apart, so strides matter.
- Projections give depth from -1 to 1, as OpenGL's do: IMVU's Direct3D renderer multiplies them by a matrix
mapping it to 0 to 1 (z' = z / 2 + w / 2) and shifting them half a pixel (-1 / width, +1 / height, for Direct3D
9's pixel centers). Without the depth mapping, everything in the nearer half of the depth range is clipped: the
2D overlay (name tags, the frame rate, the room's title) is drawn at depth -0.98.
- The 2D overlay is ordinary `drawTriangles` with an orthographic projection (a few per frame), textured with text
IMVU draws with GDI into bitmaps.
- Particles (`drawPointSprites`): a Visual C++ 2010 `std::vector` of 16-byte points (position, color), drawn as
Direct3D 9 point sprites: squares viewport height / distance pixels across (Direct3D 9's defaults clamp them to
1 to 64; IMVU sets only the size, 1, and the scale factors 0, 0, 1), textured over the whole square.
Direct3D 9 point sprites: squares viewport height / distance pixels across (IMVU sets the size, 1, and the scale
factors 0, 0, 1), textured over the whole square. Direct3D 9's documented 64-pixel default limit doesn't apply in
practice: clamped to it they look much smaller and fainter than the client's.
- Fog: linear table fog, start 1 and end 50 in rooms. Fogging by view depth matches the client; by depth buffer
value (as Direct3D 9's documentation suggests for projections like IMVU's) doesn't.
- Still unknown: render targets, `CompoundRegion` (texture update
+7 -36
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@@ -1,13 +1,9 @@
#include "scene.hpp"
#include <algorithm>
#include <array>
#include <cmath>
#include <cstring>
#include <string>
#include "fixed_function_hlsl.hpp"
#include "log.hpp"
namespace t5de {
@@ -227,6 +223,13 @@ bool Scene::execute(std::span<const std::byte> commands, int offsetX, bool draw)
void Scene::setProjection(const protocol::SetProjection& projection)
{
std::memcpy(constants_.projection, projection.m, sizeof(constants_.projection));
// The client's projections give depth from -1 to 1, as OpenGL does; IMVU's Direct3D renderer maps it to 0 to 1
// (z' = z / 2 + w / 2) before setting them, and so do we. (It also shifts them half a pixel, which Direct3D 9
// needs and Direct3D 11 doesn't.)
for (int row = 0; row < 4; ++row) {
float* m = constants_.projection + row * 4;
m[2] = 0.5f * m[2] + 0.5f * m[3];
}
constants_.viewport[0] = static_cast<float>(projection.width);
constants_.viewport[1] = static_cast<float>(projection.height);
if (!onscreen_) {
@@ -545,38 +548,6 @@ void Scene::drawPointSprites(const protocol::Command& command)
if (!buffer || prepare(0, true) == nullptr) {
return;
}
if (spritesLogged_ < 5) {
++spritesLogged_;
const Texture* texture = textures_.contains(state_.texture0) ? &textures_[state_.texture0] : nullptr;
log::info("particles: {}, texture {} {}x{} flags {}, blending {} mode {}, depth test {} write {}, alpha test {} "
"reference {}, lighting {}, fog {}, ambient ({:.2f} {:.2f} {:.2f}), texture transform [{} {} {} {} {} {}]",
sprites->count, state_.texture0, texture ? texture->width : 0, texture ? texture->height : 0,
texture ? texture->flags : 0, state_.blending, state_.blendMode, state_.depthTest, state_.depthWrite,
constants_.flags[1], constants_.flags[2], constants_.flags[0], constants_.fog[2], constants_.ambient[0],
constants_.ambient[1], constants_.ambient[2], constants_.texTransform0[0], constants_.texTransform0[1],
constants_.texTransform0[2], constants_.texTransform0[4], constants_.texTransform0[5],
constants_.texTransform0[6]);
// The first sprite: where it is, seen from the camera, and how big it's drawn.
float point[4] = {0, 0, 0, 1};
std::uint32_t color = 0;
std::memcpy(point, payload.data(), 12);
std::memcpy(&color, payload.data() + 12, 4);
const auto transform = [](const float (&p)[4], const float (&m)[16]) {
std::array<float, 4> out{};
for (int column = 0; column < 4; ++column) {
out[column] = p[0] * m[column] + p[1] * m[4 + column] + p[2] * m[8 + column] + p[3] * m[12 + column];
}
return out;
};
const auto world = transform(point, constants_.world);
const float worldPoint[4] = {world[0], world[1], world[2], world[3]};
const auto view = transform(worldPoint, constants_.view);
const float distance = std::sqrt(view[0] * view[0] + view[1] * view[1] + view[2] * view[2]);
log::info(" first sprite at ({:.2f} {:.2f} {:.2f}), color {:08x}, from the camera ({:.2f} {:.2f} {:.2f}): "
"distance {:.2f}, {:.1f} pixels across (viewport height {})",
point[0], point[1], point[2], color, view[0], view[1], view[2], distance,
std::clamp(constants_.viewport[1] / std::max(distance, 1e-4f), 1.0f, 2048.0f), constants_.viewport[1]);
}
IBuffer* buffers[] = {buffer};
context_->SetVertexBuffers(0, 1, buffers, nullptr, RESOURCE_STATE_TRANSITION_MODE_TRANSITION,
SET_VERTEX_BUFFERS_FLAG_RESET);
-1
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@@ -122,7 +122,6 @@ private:
bool onscreen_ = false; // in a frame drawn into the window
bool draw_ = true;
std::uint64_t lastSentAt_ = 0;
int spritesLogged_ = 0;
int offsetX_ = 0;
};