OpenGL Renderer: Maintain the continuity of polygon comparisons when transitioning between 'opaque polygon drawing mode' and 'translucent polygon drawing mode'. Fixes #85. (Regression from commit 1ff91b7.)

This commit is contained in:
rogerman 2017-08-03 00:08:08 -07:00
parent 87e52c334b
commit 5aeed2112b
2 changed files with 17 additions and 17 deletions

View File

@ -1488,7 +1488,7 @@ OpenGLTexture* OpenGLRenderer::GetLoadedTextureFromPolygon(const POLY &thePoly,
}
template <OGLPolyDrawMode DRAWMODE>
size_t OpenGLRenderer::DrawPolygonsForIndexRange(const POLYLIST *polyList, const INDEXLIST *indexList, size_t indexOffset, size_t firstIndex, size_t lastIndex)
size_t OpenGLRenderer::DrawPolygonsForIndexRange(const POLYLIST *polyList, const INDEXLIST *indexList, size_t firstIndex, size_t lastIndex, size_t &indexOffset, u32 &lastPolyAttr, u32 &lastTexParams, u32 &lastTexPalette, u32 &lastViewport)
{
OGLRenderRef &OGLRef = *this->ref;
@ -1509,26 +1509,15 @@ size_t OpenGLRenderer::DrawPolygonsForIndexRange(const POLYLIST *polyList, const
// 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 };
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;
this->SetupPolygon(firstPoly, (DRAWMODE != OGLPolyDrawMode_ZeroAlphaPass));
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++)
for (size_t i = firstIndex; i <= lastIndex; i++)
{
const POLY &thePoly = polyList->list[indexList->list[i]];
@ -3530,11 +3519,22 @@ Render3DError OpenGLRenderer_1_2::RenderGeometry(const GFX3D_State &renderState,
this->EnableVertexAttributes();
size_t indexOffset = this->DrawPolygonsForIndexRange<OGLPolyDrawMode_DrawOpaquePolys>(polyList, indexList, 0, 0, polyList->opaqueCount - 1);
const POLY &firstPoly = polyList->list[indexList->list[0]];
u32 lastPolyAttr = firstPoly.polyAttr;
u32 lastTexParams = firstPoly.texParam;
u32 lastTexPalette = firstPoly.texPalette;
u32 lastViewport = firstPoly.viewport;
size_t indexOffset = 0;
this->SetupPolygon(firstPoly, true);
this->SetupTexture(firstPoly, 0);
this->SetupViewport(firstPoly.viewport);
this->DrawPolygonsForIndexRange<OGLPolyDrawMode_DrawOpaquePolys>(polyList, indexList, 0, polyList->opaqueCount - 1, indexOffset, lastPolyAttr, lastTexParams, lastTexPalette, lastViewport);
if (polyList->opaqueCount != polyList->count)
{
this->DrawPolygonsForIndexRange<OGLPolyDrawMode_DrawTranslucentPolys>(polyList, indexList, indexOffset, polyList->opaqueCount, polyList->count - 1);
this->DrawPolygonsForIndexRange<OGLPolyDrawMode_DrawTranslucentPolys>(polyList, indexList, polyList->opaqueCount, polyList->count - 1, indexOffset, lastPolyAttr, lastTexParams, lastTexPalette, lastViewport);
}
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);

View File

@ -631,7 +631,7 @@ protected:
Render3DError FlushFramebuffer(const FragmentColor *__restrict srcFramebuffer, FragmentColor *__restrict dstFramebufferMain, u16 *__restrict dstFramebuffer16);
OpenGLTexture* GetLoadedTextureFromPolygon(const POLY &thePoly, bool enableTexturing);
template<OGLPolyDrawMode DRAWMODE> size_t DrawPolygonsForIndexRange(const POLYLIST *polyList, const INDEXLIST *indexList, size_t indexOffset, size_t firstIndex, size_t lastIndex);
template<OGLPolyDrawMode DRAWMODE> size_t DrawPolygonsForIndexRange(const POLYLIST *polyList, const INDEXLIST *indexList, size_t firstIndex, size_t lastIndex, size_t &indexOffset, u32 &lastPolyAttr, u32 &lastTexParams, u32 &lastTexPalette, u32 &lastViewport);
template<bool WILLUPDATESTENCILBUFFER> Render3DError DrawAlphaTexturePolygon(const GLenum polyPrimitive, const GLsizei vertIndexCount, const GLushort *indexBufferPtr, const bool enableAlphaDepthWrite, const bool isTranslucent, const bool canHaveOpaqueFragments);
// OpenGL-specific methods