OpenGL Renderer: Reduce the number of stencil bits needed to emulate the shadow volume mask from 2 to 1.
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@ -4127,20 +4127,19 @@ Render3DError OpenGLRenderer_1_2::SetupPolygon(const POLY &thePoly, bool treatAs
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// how this 4-pass process works in OpenGL.
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if (thePoly.attribute.PolygonID == 0)
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{
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// 1st pass: Mark stencil buffer bits (0x40) with the shadow polygon volume.
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// Bits are only marked on depth-fail.
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glStencilFunc(GL_ALWAYS, 0x40, 0xC0);
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// 1st pass: Use stencil buffer bit 6 (0x40) for the shadow volume mask.
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// Write only on depth-fail.
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glStencilFunc(GL_ALWAYS, 0x40, 0x40);
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glStencilOp(GL_KEEP, GL_REPLACE, GL_KEEP);
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glStencilMask(0xC0);
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glStencilMask(0x40);
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}
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else
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{
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// 2nd pass: Mark stencil buffer bits (0x80) with the result of the polygon ID
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// check. Bits are marked if the polygon ID of this polygon differs from the
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// one in the stencil buffer.
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glStencilFunc(GL_NOTEQUAL, 0x80 | thePoly.attribute.PolygonID, 0x3F);
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glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
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glStencilMask(0x80);
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// 2nd pass: Compare stencil buffer bits 0-5 (0x3F) with this polygon's ID. If this stencil
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// test fails, remove the fragment from the shadow volume mask by clearing bit 6.
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glStencilFunc(GL_NOTEQUAL, thePoly.attribute.PolygonID, 0x3F);
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glStencilOp(GL_ZERO, GL_KEEP, GL_KEEP);
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glStencilMask(0x40);
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}
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glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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@ -4150,7 +4149,7 @@ Render3DError OpenGLRenderer_1_2::SetupPolygon(const POLY &thePoly, bool treatAs
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{
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glStencilFunc(GL_ALWAYS, thePoly.attribute.PolygonID, 0x3F);
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glStencilOp(GL_KEEP, GL_KEEP, (treatAsTranslucent) ? GL_KEEP : GL_REPLACE);
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glStencilMask(0xFF); // Drawing non-shadow polygons will implicitly reset the stencil buffer bits
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glStencilMask(0x7F); // Drawing non-shadow polygons will implicitly reset the shadow volume mask.
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glDepthMask((!treatAsTranslucent || thePoly.attribute.TranslucentDepthWrite_Enable) ? GL_TRUE : GL_FALSE);
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@ -4266,7 +4265,7 @@ Render3DError OpenGLRenderer_1_2::DrawShadowPolygon(const GLenum polyPrimitive,
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// Note that the 1st and 2nd passes are performed using states from SetupPolygon().
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//
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// 1st pass (NDS driven): The NDS creates the shadow volume and updates only the
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// stencil buffer, writing to bit 0x40. Color and depth writes are disabled for this
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// stencil buffer, writing to bit 6 (0x40). Color and depth writes are disabled for this
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// pass.
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//
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// 2nd pass (NDS driven): Normally, stencil buffer bits marked for shadow rendering
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@ -4275,13 +4274,13 @@ Render3DError OpenGLRenderer_1_2::DrawShadowPolygon(const GLenum polyPrimitive,
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// one type of stencil buffer check at a time, we need to do things differently from
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// what the NDS does at this point. In OpenGL, this pass is used only to update the
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// stencil buffer for the polygon ID check, checking bits 0x3F for the polygon ID,
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// and writing the result to bit 0x80. Color and depth writes are disabled for this
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// pass.
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// and clearing bit 6 (0x40) if this check fails. Color and depth writes are disabled
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// for this pass.
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//
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// 3rd pass (emulator driven): Check both stencil buffer bits 0x80 (the polygon ID
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// check) and 0x40 (the shadow volume definition), and render the shadow polygons only
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// if both bits are set. Color writes are always enabled and depth writes are enabled
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// if the shadow polygon is opaque or if transparent polygon depth writes are enabled.
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// 3rd pass (emulator driven): Use stencil buffer bit 6 (0x40) for the shadow volume
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// mask and render the shadow polygons only within the mask. Color writes are always
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// enabled and depth writes are enabled if the shadow polygon is opaque or if transparent
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// polygon depth writes are enabled.
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//
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// 4th pass (emulator driven): This pass only occurs when the shadow polygon is opaque.
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// Since opaque polygons need to update their polygon IDs, we update only the stencil
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@ -4298,12 +4297,12 @@ Render3DError OpenGLRenderer_1_2::DrawShadowPolygon(const GLenum polyPrimitive,
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glDrawElements(polyPrimitive, vertIndexCount, GL_UNSIGNED_SHORT, indexBufferPtr);
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// 3rd pass: Draw the shadow polygon.
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glStencilFunc(GL_EQUAL, 0xC0, 0xC0);
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// Technically, a depth-fail result should also reset the stencil buffer bits, but
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// Mario Kart DS draws shadow polygons better when it doesn't reset bits on depth-fail.
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glStencilFunc(GL_EQUAL, 0x40, 0x40);
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// Technically, a depth-fail result should also clear the shadow volume mask, but
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// Mario Kart DS draws shadow polygons better when it doesn't clear bits on depth-fail.
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// I have no idea why this works. - rogerman 2016/12/21
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glStencilOp(GL_ZERO, GL_KEEP, GL_ZERO);
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glStencilMask(0xC0);
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glStencilMask(0x40);
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glDepthMask((!isTranslucent || enableAlphaDepthWrite) ? GL_TRUE : GL_FALSE);
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@ -4321,7 +4320,7 @@ Render3DError OpenGLRenderer_1_2::DrawShadowPolygon(const GLenum polyPrimitive,
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}
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// Reset the OpenGL states back to their original shadow polygon states.
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glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
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glStencilOp(GL_ZERO, GL_KEEP, GL_KEEP);
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glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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glDepthMask(GL_FALSE);
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@ -4333,8 +4332,8 @@ Render3DError OpenGLRenderer_1_2::DrawShadowPolygon(const GLenum polyPrimitive,
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glDrawElements(polyPrimitive, vertIndexCount, GL_UNSIGNED_SHORT, indexBufferPtr);
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}
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glStencilFunc(GL_NOTEQUAL, 0x80 | opaquePolyID, 0x3F);
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glStencilMask(0x80);
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glStencilFunc(GL_NOTEQUAL, opaquePolyID, 0x3F);
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glStencilMask(0x40);
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return OGLERROR_NOERR;
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}
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@ -1887,20 +1887,19 @@ Render3DError OpenGLRenderer_3_2::SetupPolygon(const POLY &thePoly, bool treatAs
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// how this 4-pass process works in OpenGL.
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if (thePoly.attribute.PolygonID == 0)
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{
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// 1st pass: Mark stencil buffer bits (0x40) with the shadow polygon volume.
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// Bits are only marked on depth-fail.
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glStencilFunc(GL_ALWAYS, 0x40, 0xC0);
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// 1st pass: Use stencil buffer bit 6 (0x40) for the shadow volume mask.
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// Write only on depth-fail.
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glStencilFunc(GL_ALWAYS, 0x40, 0x40);
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glStencilOp(GL_KEEP, GL_REPLACE, GL_KEEP);
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glStencilMask(0xC0);
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glStencilMask(0x40);
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}
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else
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{
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// 2nd pass: Mark stencil buffer bits (0x80) with the result of the polygon ID
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// check. Bits are marked if the polygon ID of this polygon differs from the
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// one in the stencil buffer.
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glStencilFunc(GL_NOTEQUAL, 0x80 | thePoly.attribute.PolygonID, 0x3F);
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glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
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glStencilMask(0x80);
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// 2nd pass: Compare stencil buffer bits 0-5 (0x3F) with this polygon's ID. If this stencil
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// test fails, remove the fragment from the shadow volume mask by clearing bit 6.
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glStencilFunc(GL_NOTEQUAL, thePoly.attribute.PolygonID, 0x3F);
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glStencilOp(GL_ZERO, GL_KEEP, GL_KEEP);
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glStencilMask(0x40);
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}
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glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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@ -1910,7 +1909,7 @@ Render3DError OpenGLRenderer_3_2::SetupPolygon(const POLY &thePoly, bool treatAs
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{
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glStencilFunc(GL_ALWAYS, thePoly.attribute.PolygonID, 0x3F);
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glStencilOp(GL_KEEP, GL_KEEP, (treatAsTranslucent) ? GL_KEEP : GL_REPLACE);
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glStencilMask(0xFF); // Drawing non-shadow polygons will implicitly reset the stencil buffer bits
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glStencilMask(0x7F); // Drawing non-shadow polygons will implicitly reset the shadow volume mask.
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glDepthMask((!treatAsTranslucent || thePoly.attribute.TranslucentDepthWrite_Enable) ? GL_TRUE : GL_FALSE);
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