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.)
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@ -1488,7 +1488,7 @@ OpenGLTexture* OpenGLRenderer::GetLoadedTextureFromPolygon(const POLY &thePoly,
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}
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template <OGLPolyDrawMode DRAWMODE>
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size_t OpenGLRenderer::DrawPolygonsForIndexRange(const POLYLIST *polyList, const INDEXLIST *indexList, size_t indexOffset, size_t firstIndex, size_t lastIndex)
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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)
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{
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OGLRenderRef &OGLRef = *this->ref;
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@ -1509,26 +1509,15 @@ size_t OpenGLRenderer::DrawPolygonsForIndexRange(const POLYLIST *polyList, const
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// each. This redefinition is necessary since uploading more than 3 indices at a time
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// will cause glDrawElements() to draw the triangle strip incorrectly.
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static const GLenum oglPrimitiveType[] = { GL_TRIANGLES, GL_TRIANGLES, GL_TRIANGLES, GL_TRIANGLES,
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GL_LINE_LOOP, GL_LINE_LOOP, GL_LINE_STRIP, GL_LINE_STRIP };
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GL_LINE_LOOP, GL_LINE_LOOP, GL_LINE_STRIP, GL_LINE_STRIP };
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static const GLsizei indexIncrementLUT[] = {3, 6, 3, 6, 3, 4, 3, 4};
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const POLY &firstPoly = polyList->list[indexList->list[firstIndex]];
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u32 lastPolyAttr = firstPoly.polyAttr;
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u32 lastTexParams = firstPoly.texParam;
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u32 lastTexPalette = firstPoly.texPalette;
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u32 lastViewport = firstPoly.viewport;
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this->SetupPolygon(firstPoly, (DRAWMODE != OGLPolyDrawMode_ZeroAlphaPass));
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this->SetupTexture(firstPoly, firstIndex);
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this->SetupViewport(lastViewport);
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GLsizei vertIndexCount = 0;
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GLushort *indexBufferPtr = OGLRef.vertIndexBuffer + indexOffset;
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// Enumerate through all polygons and render
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size_t i = firstIndex;
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for (; i <= lastIndex; i++)
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for (size_t i = firstIndex; i <= lastIndex; i++)
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{
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const POLY &thePoly = polyList->list[indexList->list[i]];
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@ -3530,11 +3519,22 @@ Render3DError OpenGLRenderer_1_2::RenderGeometry(const GFX3D_State &renderState,
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this->EnableVertexAttributes();
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size_t indexOffset = this->DrawPolygonsForIndexRange<OGLPolyDrawMode_DrawOpaquePolys>(polyList, indexList, 0, 0, polyList->opaqueCount - 1);
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const POLY &firstPoly = polyList->list[indexList->list[0]];
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u32 lastPolyAttr = firstPoly.polyAttr;
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u32 lastTexParams = firstPoly.texParam;
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u32 lastTexPalette = firstPoly.texPalette;
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u32 lastViewport = firstPoly.viewport;
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size_t indexOffset = 0;
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this->SetupPolygon(firstPoly, true);
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this->SetupTexture(firstPoly, 0);
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this->SetupViewport(firstPoly.viewport);
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this->DrawPolygonsForIndexRange<OGLPolyDrawMode_DrawOpaquePolys>(polyList, indexList, 0, polyList->opaqueCount - 1, indexOffset, lastPolyAttr, lastTexParams, lastTexPalette, lastViewport);
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if (polyList->opaqueCount != polyList->count)
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{
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this->DrawPolygonsForIndexRange<OGLPolyDrawMode_DrawTranslucentPolys>(polyList, indexList, indexOffset, polyList->opaqueCount, polyList->count - 1);
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this->DrawPolygonsForIndexRange<OGLPolyDrawMode_DrawTranslucentPolys>(polyList, indexList, polyList->opaqueCount, polyList->count - 1, indexOffset, lastPolyAttr, lastTexParams, lastTexPalette, lastViewport);
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}
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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@ -631,7 +631,7 @@ protected:
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Render3DError FlushFramebuffer(const FragmentColor *__restrict srcFramebuffer, FragmentColor *__restrict dstFramebufferMain, u16 *__restrict dstFramebuffer16);
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OpenGLTexture* GetLoadedTextureFromPolygon(const POLY &thePoly, bool enableTexturing);
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template<OGLPolyDrawMode DRAWMODE> size_t DrawPolygonsForIndexRange(const POLYLIST *polyList, const INDEXLIST *indexList, size_t indexOffset, size_t firstIndex, size_t lastIndex);
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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);
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template<bool WILLUPDATESTENCILBUFFER> Render3DError DrawAlphaTexturePolygon(const GLenum polyPrimitive, const GLsizei vertIndexCount, const GLushort *indexBufferPtr, const bool enableAlphaDepthWrite, const bool isTranslucent, const bool canHaveOpaqueFragments);
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// OpenGL-specific methods
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