OpenGL Renderer: The RenderGeometry() polygon drawing loop is now splits up the drawing of opaque polygons and transparent polygons.

This commit is contained in:
rogerman 2017-08-02 00:57:59 -07:00
parent 600ae21668
commit 1ff91b7841
6 changed files with 242 additions and 176 deletions

View File

@ -3037,6 +3037,154 @@ Render3DError OpenGLRenderer_1_2::DisableVertexAttributes()
return OGLERROR_NOERR;
}
template <OGLPolyDrawMode DRAWMODE>
size_t OpenGLRenderer_1_2::DrawPolygonsForIndexRange(const POLYLIST *polyList, const INDEXLIST *indexList, size_t indexOffset, size_t firstIndex, size_t lastIndex)
{
OGLRenderRef &OGLRef = *this->ref;
if (lastIndex > (polyList->count - 1))
{
lastIndex = polyList->count - 1;
}
if (firstIndex > lastIndex)
{
return 0;
}
// Map GFX3D_QUADS and GFX3D_QUAD_STRIP to GL_TRIANGLES since we will convert them.
//
// Also map GFX3D_TRIANGLE_STRIP to GL_TRIANGLES. This is okay since this is actually
// how the POLY struct stores triangle strip vertices, which is in sets of 3 vertices
// each. This redefinition is necessary since uploading more than 3 indices at a time
// will cause glDrawElements() to draw the triangle strip incorrectly.
static const GLenum oglPrimitiveType[] = { GL_TRIANGLES, GL_TRIANGLES, GL_TRIANGLES, GL_TRIANGLES,
GL_LINE_LOOP, GL_LINE_LOOP, GL_LINE_STRIP, GL_LINE_STRIP };
static const GLsizei indexIncrementLUT[] = {3, 6, 3, 6, 3, 4, 3, 4};
const POLY &firstPoly = polyList->list[indexList->list[firstIndex]];
u32 lastPolyAttr = firstPoly.polyAttr;
u32 lastTexParams = firstPoly.texParam;
u32 lastTexPalette = firstPoly.texPalette;
u32 lastViewport = firstPoly.viewport;
if (DRAWMODE == OGLPolyDrawMode_ZeroAlphaPass)
{
this->SetupPolygon<false>(firstPoly);
}
else
{
this->SetupPolygon<true>(firstPoly);
}
this->SetupTexture(firstPoly, firstIndex);
this->SetupViewport(lastViewport);
GLsizei vertIndexCount = 0;
GLushort *indexBufferPtr = OGLRef.vertIndexBuffer + indexOffset;
// Enumerate through all polygons and render
size_t i = firstIndex;
for (; i <= lastIndex; i++)
{
const POLY &thePoly = polyList->list[indexList->list[i]];
// Set up the polygon if it changed
if (lastPolyAttr != thePoly.polyAttr)
{
lastPolyAttr = thePoly.polyAttr;
if (DRAWMODE == OGLPolyDrawMode_ZeroAlphaPass)
{
this->SetupPolygon<false>(thePoly);
}
else
{
this->SetupPolygon<true>(thePoly);
}
}
// Set up the texture if it changed
if (lastTexParams != thePoly.texParam || lastTexPalette != thePoly.texPalette)
{
lastTexParams = thePoly.texParam;
lastTexPalette = thePoly.texPalette;
this->SetupTexture(thePoly, i);
}
// Set up the viewport if it changed
if (lastViewport != thePoly.viewport)
{
lastViewport = thePoly.viewport;
this->SetupViewport(thePoly.viewport);
}
// In wireframe mode, redefine all primitives as GL_LINE_LOOP rather than
// setting the polygon mode to GL_LINE though glPolygonMode(). Not only is
// drawing more accurate this way, but it also allows GFX3D_QUADS and
// GFX3D_QUAD_STRIP primitives to properly draw as wireframe without the
// extra diagonal line.
const GLenum polyPrimitive = (!thePoly.isWireframe()) ? oglPrimitiveType[thePoly.vtxFormat] : GL_LINE_LOOP;
// Increment the vertex count
vertIndexCount += indexIncrementLUT[thePoly.vtxFormat];
// Look ahead to the next polygon to see if we can simply buffer the indices
// instead of uploading them now. We can buffer if all polygon states remain
// the same and we're not drawing a line loop or line strip.
if (i+1 <= lastIndex)
{
const POLY *nextPoly = &polyList->list[indexList->list[i+1]];
if (lastPolyAttr == nextPoly->polyAttr &&
lastTexParams == nextPoly->texParam &&
lastTexPalette == nextPoly->texPalette &&
lastViewport == nextPoly->viewport &&
polyPrimitive == oglPrimitiveType[nextPoly->vtxFormat] &&
polyPrimitive != GL_LINE_LOOP &&
polyPrimitive != GL_LINE_STRIP &&
oglPrimitiveType[nextPoly->vtxFormat] != GL_LINE_LOOP &&
oglPrimitiveType[nextPoly->vtxFormat] != GL_LINE_STRIP)
{
continue;
}
}
// Render the polygons
this->SetPolygonIndex(i);
if (thePoly.getAttributePolygonMode() == POLYGON_MODE_SHADOW)
{
if (DRAWMODE != OGLPolyDrawMode_ZeroAlphaPass)
{
this->DrawShadowPolygon(polyPrimitive, vertIndexCount, indexBufferPtr, thePoly.getAttributeEnableAlphaDepthWrite(), thePoly.isTranslucent(), thePoly.getAttributePolygonID());
}
}
else if ( (thePoly.getTexParamTexFormat() == TEXMODE_A3I5) || (thePoly.getTexParamTexFormat() == TEXMODE_A5I3) )
{
if (DRAWMODE == OGLPolyDrawMode_ZeroAlphaPass)
{
this->DrawAlphaTexturePolygon<false>(polyPrimitive, vertIndexCount, indexBufferPtr, thePoly.getAttributeEnableAlphaDepthWrite(), thePoly.isTranslucent(), thePoly.isWireframe() || thePoly.isOpaque());
}
else
{
this->DrawAlphaTexturePolygon<true>(polyPrimitive, vertIndexCount, indexBufferPtr, thePoly.getAttributeEnableAlphaDepthWrite(), thePoly.isTranslucent(), thePoly.isWireframe() || thePoly.isOpaque());
}
}
else
{
glDrawElements(polyPrimitive, vertIndexCount, GL_UNSIGNED_SHORT, indexBufferPtr);
}
indexBufferPtr += vertIndexCount;
indexOffset += vertIndexCount;
vertIndexCount = 0;
}
return indexOffset;
}
Render3DError OpenGLRenderer_1_2::DownsampleFBO()
{
OGLRenderRef &OGLRef = *this->ref;
@ -3332,21 +3480,7 @@ Render3DError OpenGLRenderer_1_2::BeginRender(const GFX3D &engine)
Render3DError OpenGLRenderer_1_2::RenderGeometry(const GFX3D_State &renderState, const POLYLIST *polyList, const INDEXLIST *indexList)
{
OGLRenderRef &OGLRef = *this->ref;
const size_t polyCount = polyList->count;
// Map GFX3D_QUADS and GFX3D_QUAD_STRIP to GL_TRIANGLES since we will convert them.
//
// Also map GFX3D_TRIANGLE_STRIP to GL_TRIANGLES. This is okay since this is actually
// how the POLY struct stores triangle strip vertices, which is in sets of 3 vertices
// each. This redefinition is necessary since uploading more than 3 indices at a time
// will cause glDrawElements() to draw the triangle strip incorrectly.
static const GLenum oglPrimitiveType[] = {GL_TRIANGLES, GL_TRIANGLES, GL_TRIANGLES, GL_TRIANGLES,
GL_LINE_LOOP, GL_LINE_LOOP, GL_LINE_STRIP, GL_LINE_STRIP};
static const GLsizei indexIncrementLUT[] = {3, 6, 3, 6, 3, 4, 3, 4};
if (polyCount > 0)
if (polyList->count > 0)
{
glEnable(GL_DEPTH_TEST);
glEnable(GL_STENCIL_TEST);
@ -3363,96 +3497,12 @@ Render3DError OpenGLRenderer_1_2::RenderGeometry(const GFX3D_State &renderState,
glActiveTextureARB(GL_TEXTURE0_ARB);
this->EnableVertexAttributes();
const POLY &firstPoly = polyList->list[indexList->list[0]];
u32 lastPolyAttr = firstPoly.polyAttr;
u32 lastTexParams = firstPoly.texParam;
u32 lastTexPalette = firstPoly.texPalette;
u32 lastViewport = firstPoly.viewport;
this->SetupPolygon(firstPoly);
this->SetupTexture(firstPoly, 0);
this->SetupViewport(lastViewport);
size_t indexOffset = this->DrawPolygonsForIndexRange<OGLPolyDrawMode_DrawOpaquePolys>(polyList, indexList, 0, 0, polyList->opaqueCount - 1);
GLsizei vertIndexCount = 0;
GLushort *indexBufferPtr = OGLRef.vertIndexBuffer;
// Enumerate through all polygons and render
for (size_t i = 0; i < polyCount; i++)
if (polyList->opaqueCount != polyList->count)
{
const POLY &thePoly = polyList->list[indexList->list[i]];
// Set up the polygon if it changed
if (lastPolyAttr != thePoly.polyAttr)
{
lastPolyAttr = thePoly.polyAttr;
this->SetupPolygon(thePoly);
}
// Set up the texture if it changed
if (lastTexParams != thePoly.texParam || lastTexPalette != thePoly.texPalette)
{
lastTexParams = thePoly.texParam;
lastTexPalette = thePoly.texPalette;
this->SetupTexture(thePoly, i);
}
// Set up the viewport if it changed
if (lastViewport != thePoly.viewport)
{
lastViewport = thePoly.viewport;
this->SetupViewport(thePoly.viewport);
}
// In wireframe mode, redefine all primitives as GL_LINE_LOOP rather than
// setting the polygon mode to GL_LINE though glPolygonMode(). Not only is
// drawing more accurate this way, but it also allows GFX3D_QUADS and
// GFX3D_QUAD_STRIP primitives to properly draw as wireframe without the
// extra diagonal line.
const GLenum polyPrimitive = (!thePoly.isWireframe()) ? oglPrimitiveType[thePoly.vtxFormat] : GL_LINE_LOOP;
// Increment the vertex count
vertIndexCount += indexIncrementLUT[thePoly.vtxFormat];
// Look ahead to the next polygon to see if we can simply buffer the indices
// instead of uploading them now. We can buffer if all polygon states remain
// the same and we're not drawing a line loop or line strip.
if (i+1 < polyCount)
{
const POLY *nextPoly = &polyList->list[indexList->list[i+1]];
if (lastPolyAttr == nextPoly->polyAttr &&
lastTexParams == nextPoly->texParam &&
lastTexPalette == nextPoly->texPalette &&
lastViewport == nextPoly->viewport &&
polyPrimitive == oglPrimitiveType[nextPoly->vtxFormat] &&
polyPrimitive != GL_LINE_LOOP &&
polyPrimitive != GL_LINE_STRIP &&
oglPrimitiveType[nextPoly->vtxFormat] != GL_LINE_LOOP &&
oglPrimitiveType[nextPoly->vtxFormat] != GL_LINE_STRIP)
{
continue;
}
}
// Render the polygons
this->SetPolygonIndex(i);
if (thePoly.getAttributePolygonMode() == POLYGON_MODE_SHADOW)
{
this->DrawShadowPolygon(polyPrimitive, vertIndexCount, indexBufferPtr, thePoly.getAttributeEnableAlphaDepthWrite(), thePoly.isTranslucent(), thePoly.getAttributePolygonID());
}
else if ( (thePoly.getTexParamTexFormat() == TEXMODE_A3I5) || (thePoly.getTexParamTexFormat() == TEXMODE_A5I3) )
{
this->DrawAlphaTexturePolygon(polyPrimitive, vertIndexCount, indexBufferPtr, thePoly.getAttributeEnableAlphaDepthWrite(), thePoly.isTranslucent(), thePoly.isWireframe() || thePoly.isOpaque());
}
else
{
glDrawElements(polyPrimitive, vertIndexCount, GL_UNSIGNED_SHORT, indexBufferPtr);
}
indexBufferPtr += vertIndexCount;
vertIndexCount = 0;
this->DrawPolygonsForIndexRange<OGLPolyDrawMode_DrawTranslucentPolys>(polyList, indexList, indexOffset, polyList->opaqueCount, polyList->count - 1);
}
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
@ -3809,6 +3859,7 @@ void OpenGLRenderer_1_2::SetPolygonIndex(const size_t index)
this->_currentPolyIndex = index;
}
template <bool WILLCHANGESTENCILBUFFER>
Render3DError OpenGLRenderer_1_2::SetupPolygon(const POLY &thePoly)
{
const PolygonAttributes attr = thePoly.getAttributes();
@ -3831,42 +3882,45 @@ Render3DError OpenGLRenderer_1_2::SetupPolygon(const POLY &thePoly)
glCullFace(cullingMode);
}
// Handle drawing states for the polygon
if (attr.polygonMode == POLYGON_MODE_SHADOW)
if (WILLCHANGESTENCILBUFFER)
{
// Set up shadow polygon states.
//
// See comments in DrawShadowPolygon() for more information about
// how this 4-pass process works in OpenGL.
if (attr.polygonID == 0)
// Handle drawing states for the polygon
if (attr.polygonMode == POLYGON_MODE_SHADOW)
{
// 1st pass: Mark stencil buffer bits (0x40) with the shadow polygon volume.
// Bits are only marked on depth-fail.
glStencilFunc(GL_ALWAYS, 0x40, 0xC0);
glStencilOp(GL_KEEP, GL_REPLACE, GL_KEEP);
glStencilMask(0xC0);
// Set up shadow polygon states.
//
// See comments in DrawShadowPolygon() for more information about
// how this 4-pass process works in OpenGL.
if (attr.polygonID == 0)
{
// 1st pass: Mark stencil buffer bits (0x40) with the shadow polygon volume.
// Bits are only marked on depth-fail.
glStencilFunc(GL_ALWAYS, 0x40, 0xC0);
glStencilOp(GL_KEEP, GL_REPLACE, GL_KEEP);
glStencilMask(0xC0);
}
else
{
// 2nd pass: Mark stencil buffer bits (0x80) with the result of the polygon ID
// check. Bits are marked if the polygon ID of this polygon differs from the
// one in the stencil buffer.
glStencilFunc(GL_NOTEQUAL, 0x80 | attr.polygonID, 0x3F);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
glStencilMask(0x80);
}
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glDepthMask(GL_FALSE);
}
else
{
// 2nd pass: Mark stencil buffer bits (0x80) with the result of the polygon ID
// check. Bits are marked if the polygon ID of this polygon differs from the
// one in the stencil buffer.
glStencilFunc(GL_NOTEQUAL, 0x80 | attr.polygonID, 0x3F);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
glStencilMask(0x80);
glStencilFunc(GL_ALWAYS, attr.polygonID, 0x3F);
glStencilOp(GL_KEEP, GL_KEEP, (attr.isTranslucent) ? GL_KEEP : GL_REPLACE);
glStencilMask(0xFF); // Drawing non-shadow polygons will implicitly reset the stencil buffer bits
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDepthMask((!attr.isTranslucent || attr.enableAlphaDepthWrite) ? GL_TRUE : GL_FALSE);
}
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glDepthMask(GL_FALSE);
}
else
{
glStencilFunc(GL_ALWAYS, attr.polygonID, 0x3F);
glStencilOp(GL_KEEP, GL_KEEP, (attr.isTranslucent) ? GL_KEEP : GL_REPLACE);
glStencilMask(0xFF); // Drawing non-shadow polygons will implicitly reset the stencil buffer bits
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDepthMask((!attr.isTranslucent || attr.enableAlphaDepthWrite) ? GL_TRUE : GL_FALSE);
}
// Set up polygon attributes
@ -3974,6 +4028,7 @@ Render3DError OpenGLRenderer_1_2::SetupViewport(const u32 viewportValue)
return OGLERROR_NOERR;
}
template <bool WILLUPDATESTENCILBUFFER>
Render3DError OpenGLRenderer_1_2::DrawAlphaTexturePolygon(const GLenum polyPrimitive, const GLsizei vertIndexCount, const GLushort *indexBufferPtr, const bool enableAlphaDepthWrite, const bool isTranslucent, const bool canHaveOpaqueFragments)
{
if (this->isShaderSupported)
@ -3988,15 +4043,21 @@ Render3DError OpenGLRenderer_1_2::DrawAlphaTexturePolygon(const GLenum polyPrimi
// Draw the opaque fragments if they might exist.
if (canHaveOpaqueFragments)
{
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
glDepthMask(GL_TRUE);
if (WILLUPDATESTENCILBUFFER)
{
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
glDepthMask(GL_TRUE);
}
glUniform1i(OGLRef.uniformTexDrawOpaque, GL_TRUE);
glDrawElements(polyPrimitive, vertIndexCount, GL_UNSIGNED_SHORT, indexBufferPtr);
glUniform1i(OGLRef.uniformTexDrawOpaque, GL_FALSE);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
glDepthMask((enableAlphaDepthWrite) ? GL_TRUE : GL_FALSE);
if (WILLUPDATESTENCILBUFFER)
{
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
glDepthMask((enableAlphaDepthWrite) ? GL_TRUE : GL_FALSE);
}
}
}
else

View File

@ -330,6 +330,13 @@ enum OGLErrorCode
OGLERROR_FBO_CREATE_ERROR
};
enum OGLPolyDrawMode
{
OGLPolyDrawMode_DrawOpaquePolys = 0,
OGLPolyDrawMode_DrawTranslucentPolys = 1,
OGLPolyDrawMode_ZeroAlphaPass = 2
};
union GLvec2
{
struct { GLfloat x, y; };
@ -672,7 +679,6 @@ protected:
virtual Render3DError DownsampleFBO() = 0;
virtual Render3DError ReadBackPixels() = 0;
virtual Render3DError DrawAlphaTexturePolygon(const GLenum polyPrimitive, const GLsizei vertIndexCount, const GLushort *indexBufferPtr, const bool enableAlphaDepthWrite, const bool isTranslucent, const bool canHaveOpaqueFragments) = 0;
virtual Render3DError DrawShadowPolygon(const GLenum polyPrimitive, const GLsizei vertIndexCount, const GLushort *indexBufferPtr, const bool enableAlphaDepthWrite, const bool isTranslucent, const u8 opaquePolyID) = 0;
virtual void SetPolygonIndex(const size_t index) = 0;
@ -739,6 +745,7 @@ protected:
virtual void GetExtensionSet(std::set<std::string> *oglExtensionSet);
virtual Render3DError EnableVertexAttributes();
virtual Render3DError DisableVertexAttributes();
template<OGLPolyDrawMode DRAWMODE> size_t DrawPolygonsForIndexRange(const POLYLIST *polyList, const INDEXLIST *indexList, size_t indexOffset, size_t firstIndex, size_t lastIndex);
virtual Render3DError DownsampleFBO();
virtual Render3DError ReadBackPixels();
@ -753,11 +760,11 @@ protected:
virtual Render3DError ClearUsingValues(const FragmentColor &clearColor6665, const FragmentAttributes &clearAttributes) const;
virtual void SetPolygonIndex(const size_t index);
virtual Render3DError SetupPolygon(const POLY &thePoly);
template<bool WILLCHANGESTENCILBUFFER> Render3DError SetupPolygon(const POLY &thePoly);
virtual Render3DError SetupTexture(const POLY &thePoly, size_t polyRenderIndex);
virtual Render3DError SetupViewport(const u32 viewportValue);
virtual Render3DError DrawAlphaTexturePolygon(const GLenum polyPrimitive, const GLsizei vertIndexCount, const GLushort *indexBufferPtr, const bool enableAlphaDepthWrite, const bool isTranslucent, const bool canHaveOpaqueFragments);
template<bool WILLUPDATESTENCILBUFFER> Render3DError DrawAlphaTexturePolygon(const GLenum polyPrimitive, const GLsizei vertIndexCount, const GLushort *indexBufferPtr, const bool enableAlphaDepthWrite, const bool isTranslucent, const bool canHaveOpaqueFragments);
virtual Render3DError DrawShadowPolygon(const GLenum polyPrimitive, const GLsizei vertIndexCount, const GLushort *indexBufferPtr, const bool enableAlphaDepthWrite, const bool isTranslucent, const u8 opaquePolyID);
public:

View File

@ -1642,6 +1642,7 @@ void OpenGLRenderer_3_2::SetPolygonIndex(const size_t index)
glUniform1i(this->ref->uniformPolyStateIndex, index);
}
template <bool WILLCHANGESTENCILBUFFER>
Render3DError OpenGLRenderer_3_2::SetupPolygon(const POLY &thePoly)
{
const PolygonAttributes attr = thePoly.getAttributes();
@ -1664,42 +1665,45 @@ Render3DError OpenGLRenderer_3_2::SetupPolygon(const POLY &thePoly)
glCullFace(cullingMode);
}
// Handle drawing states for the polygon
if (attr.polygonMode == POLYGON_MODE_SHADOW)
if (WILLCHANGESTENCILBUFFER)
{
// Set up shadow polygon states.
//
// See comments in DrawShadowPolygon() for more information about
// how this 4-pass process works in OpenGL.
if (attr.polygonID == 0)
// Handle drawing states for the polygon
if (attr.polygonMode == POLYGON_MODE_SHADOW)
{
// 1st pass: Mark stencil buffer bits (0x40) with the shadow polygon volume.
// Bits are only marked on depth-fail.
glStencilFunc(GL_ALWAYS, 0x40, 0xC0);
glStencilOp(GL_KEEP, GL_REPLACE, GL_KEEP);
glStencilMask(0xC0);
// Set up shadow polygon states.
//
// See comments in DrawShadowPolygon() for more information about
// how this 4-pass process works in OpenGL.
if (attr.polygonID == 0)
{
// 1st pass: Mark stencil buffer bits (0x40) with the shadow polygon volume.
// Bits are only marked on depth-fail.
glStencilFunc(GL_ALWAYS, 0x40, 0xC0);
glStencilOp(GL_KEEP, GL_REPLACE, GL_KEEP);
glStencilMask(0xC0);
}
else
{
// 2nd pass: Mark stencil buffer bits (0x80) with the result of the polygon ID
// check. Bits are marked if the polygon ID of this polygon differs from the
// one in the stencil buffer.
glStencilFunc(GL_NOTEQUAL, 0x80 | attr.polygonID, 0x3F);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
glStencilMask(0x80);
}
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glDepthMask(GL_FALSE);
}
else
{
// 2nd pass: Mark stencil buffer bits (0x80) with the result of the polygon ID
// check. Bits are marked if the polygon ID of this polygon differs from the
// one in the stencil buffer.
glStencilFunc(GL_NOTEQUAL, 0x80 | attr.polygonID, 0x3F);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
glStencilMask(0x80);
glStencilFunc(GL_ALWAYS, attr.polygonID, 0x3F);
glStencilOp(GL_KEEP, GL_KEEP, (attr.isTranslucent) ? GL_KEEP : GL_REPLACE);
glStencilMask(0xFF); // Drawing non-shadow polygons will implicitly reset the stencil buffer bits
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDepthMask((!attr.isTranslucent || attr.enableAlphaDepthWrite) ? GL_TRUE : GL_FALSE);
}
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glDepthMask(GL_FALSE);
}
else
{
glStencilFunc(GL_ALWAYS, attr.polygonID, 0x3F);
glStencilOp(GL_KEEP, GL_KEEP, (attr.isTranslucent) ? GL_KEEP : GL_REPLACE);
glStencilMask(0xFF); // Drawing non-shadow polygons will implicitly reset the stencil buffer bits
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDepthMask((!attr.isTranslucent || attr.enableAlphaDepthWrite) ? GL_TRUE : GL_FALSE);
}
return OGLERROR_NOERR;

View File

@ -99,7 +99,7 @@ protected:
virtual Render3DError ClearUsingValues(const FragmentColor &clearColor6665, const FragmentAttributes &clearAttributes) const;
virtual void SetPolygonIndex(const size_t index);
virtual Render3DError SetupPolygon(const POLY &thePoly);
template<bool WILLCHANGESTENCILBUFFER> Render3DError SetupPolygon(const POLY &thePoly);
virtual Render3DError SetupTexture(const POLY &thePoly, size_t polyRenderIndex);
virtual Render3DError SetFramebufferSize(size_t w, size_t h);

View File

@ -620,11 +620,6 @@ Render3DError Render3D::ClearUsingValues(const FragmentColor &clearColor6665, co
return RENDER3DERROR_NOERR;
}
Render3DError Render3D::SetupPolygon(const POLY &thePoly)
{
return RENDER3DERROR_NOERR;
}
Render3DError Render3D::SetupTexture(const POLY &thePoly, size_t polyRenderIndex)
{
return RENDER3DERROR_NOERR;

View File

@ -179,7 +179,6 @@ protected:
virtual Render3DError ClearUsingImage(const u16 *__restrict colorBuffer, const u32 *__restrict depthBuffer, const u8 *__restrict fogBuffer, const u8 *__restrict polyIDBuffer);
virtual Render3DError ClearUsingValues(const FragmentColor &clearColor6665, const FragmentAttributes &clearAttributes) const;
virtual Render3DError SetupPolygon(const POLY &thePoly);
virtual Render3DError SetupTexture(const POLY &thePoly, size_t polyRenderIndex);
virtual Render3DError SetupViewport(const u32 viewportValue);