OpenGL Renderer: Fix instances where the transparent fragments of A3I5 and A5I3 textures would fail to render correctly.
Fixes issue #19.
This commit is contained in:
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528513118a
commit
7b1350127d
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@ -307,12 +307,13 @@ static const char *fragmentShader_100 = {"\
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uniform float stateAlphaTestRef;\n\
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\n\
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uniform int polyMode;\n\
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uniform bool polyEnableDepthWrite;\n\
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uniform bool polyIsTranslucent;\n\
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uniform bool polySetNewDepthForTranslucent;\n\
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uniform int polyID;\n\
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\n\
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uniform bool polyEnableTexture;\n\
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uniform bool polyEnableFog;\n\
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uniform bool texDrawOpaque;\n\
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uniform bool texSingleBitAlpha;\n\
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\n\
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uniform bool polyDrawShadow;\n\
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@ -351,6 +352,23 @@ static const char *fragmentShader_100 = {"\
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mainTexColor.a = 1.0;\n\
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}\n\
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}\n\
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else\n\
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{\n\
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if (texDrawOpaque)\n\
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{\n\
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if ( (polyMode != 1) && (mainTexColor.a <= 0.999) )\n\
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{\n\
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discard;\n\
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}\n\
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}\n\
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else\n\
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{\n\
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if ( ((polyMode != 1) && (mainTexColor.a * vtxColor.a > 0.999)) || ((polyMode == 1) && (vtxColor.a > 0.999)) )\n\
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{\n\
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discard;\n\
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}\n\
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}\n\
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}\n\
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\n\
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vec4 newFragColor = mainTexColor * vtxColor;\n\
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\n\
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@ -374,7 +392,7 @@ static const char *fragmentShader_100 = {"\
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discard;\n\
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}\n\
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\n\
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if (polyEnableDepthWrite && ((newFragColor.a > 0.999) || polySetNewDepthForTranslucent))\n\
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if ( (newFragColor.a > 0.999) || polySetNewDepthForTranslucent )\n\
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{\n\
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newFragDepth = vec4(packVec3FromFloat(newFragDepthValue), 1.0);\n\
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}\n\
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@ -1637,7 +1655,7 @@ Render3DError OpenGLRenderer_1_2::InitGeometryProgramShaderLocations()
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OGLRef.uniformPolyTexScale = glGetUniformLocation(OGLRef.programGeometryID, "polyTexScale");
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OGLRef.uniformPolyMode = glGetUniformLocation(OGLRef.programGeometryID, "polyMode");
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OGLRef.uniformPolyEnableDepthWrite = glGetUniformLocation(OGLRef.programGeometryID, "polyEnableDepthWrite");
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OGLRef.uniformPolyIsTranslucent = glGetUniformLocation(OGLRef.programGeometryID, "polyIsTranslucent");
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OGLRef.uniformPolySetNewDepthForTranslucent = glGetUniformLocation(OGLRef.programGeometryID, "polySetNewDepthForTranslucent");
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OGLRef.uniformPolyAlpha = glGetUniformLocation(OGLRef.programGeometryID, "polyAlpha");
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OGLRef.uniformPolyID = glGetUniformLocation(OGLRef.programGeometryID, "polyID");
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@ -1646,6 +1664,7 @@ Render3DError OpenGLRenderer_1_2::InitGeometryProgramShaderLocations()
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OGLRef.uniformPolyEnableFog = glGetUniformLocation(OGLRef.programGeometryID, "polyEnableFog");
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OGLRef.uniformTexSingleBitAlpha = glGetUniformLocation(OGLRef.programGeometryID, "texSingleBitAlpha");
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OGLRef.uniformTexDrawOpaque = glGetUniformLocation(OGLRef.programGeometryID, "texDrawOpaque");
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OGLRef.uniformPolyDrawShadow = glGetUniformLocation(OGLRef.programGeometryID, "polyDrawShadow");
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return OGLERROR_NOERR;
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@ -2803,7 +2822,12 @@ Render3DError OpenGLRenderer_1_2::RenderGeometry(const GFX3D_State &renderState,
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this->SetPolygonIndex(i);
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glDrawElements(polyPrimitive, vertIndexCount, GL_UNSIGNED_SHORT, indexBufferPtr);
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if ( (thePoly.getAttributePolygonMode() == POLYGON_MODE_SHADOW) && (thePoly.getAttributePolygonID() != 0) )
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if ( ((thePoly.getTexParamTexFormat() == TEXMODE_A3I5) || (thePoly.getTexParamTexFormat() == TEXMODE_A5I3)) && (thePoly.getAttributePolygonMode() != POLYGON_MODE_SHADOW) && (thePoly.isOpaque() || thePoly.isWireframe()) )
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{
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const GLboolean enableDepthWrite = ( (thePoly.getAttributePolygonMode() == POLYGON_MODE_DECAL && thePoly.isOpaque()) || thePoly.getAttributeEnableAlphaDepthWrite() ) ? GL_TRUE : GL_FALSE;
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this->DrawAlphaTextureOpaqueFragments(polyPrimitive, vertIndexCount, indexBufferPtr, enableDepthWrite);
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}
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else if ( (thePoly.getAttributePolygonMode() == POLYGON_MODE_SHADOW) && (thePoly.getAttributePolygonID() != 0) )
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{
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const GLboolean enableDepthWrite = ( thePoly.isOpaque() || thePoly.getAttributeEnableAlphaDepthWrite() ) ? GL_TRUE : GL_FALSE;
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this->DrawShadowPolygon(polyPrimitive, vertIndexCount, indexBufferPtr, enableDepthWrite, (thePoly.isOpaque()) ? thePoly.getAttributePolygonID() : 0);
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@ -2982,6 +3006,7 @@ void OpenGLRenderer_1_2::SetPolygonIndex(const size_t index)
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Render3DError OpenGLRenderer_1_2::SetupPolygon(const POLY &thePoly)
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{
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const PolygonAttributes attr = thePoly.getAttributes();
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const bool isOpaqueDecal = ((attr.polygonMode == POLYGON_MODE_DECAL) && attr.isOpaque);
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// Set up depth test mode
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static const GLenum oglDepthFunc[2] = {GL_LESS, GL_EQUAL};
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@ -3039,15 +3064,12 @@ Render3DError OpenGLRenderer_1_2::SetupPolygon(const POLY &thePoly)
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}
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else
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{
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const u8 texFormat = thePoly.getTexParamTexFormat();
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const bool handlePolyAsTranslucent = (!attr.isWireframe && !attr.isOpaque)/* || ((texFormat == TEXMODE_A5I3) || (texFormat == TEXMODE_A3I5))*/;
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glStencilFunc(GL_ALWAYS, attr.polygonID, 0x3F);
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glStencilOp(GL_KEEP, GL_KEEP, (handlePolyAsTranslucent) ? GL_KEEP : GL_REPLACE);
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glStencilOp(GL_KEEP, GL_KEEP, (attr.isTranslucent && !isOpaqueDecal) ? 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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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glDepthMask((!handlePolyAsTranslucent || attr.enableAlphaDepthWrite) ? GL_TRUE : GL_FALSE);
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glDepthMask((!attr.isTranslucent || isOpaqueDecal || attr.enableAlphaDepthWrite) ? GL_TRUE : GL_FALSE);
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}
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// Set up polygon attributes
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@ -3058,7 +3080,7 @@ Render3DError OpenGLRenderer_1_2::SetupPolygon(const POLY &thePoly)
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glUniform1i(OGLRef.uniformPolyEnableFog, (attr.enableRenderFog) ? GL_TRUE : GL_FALSE);
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glUniform1f(OGLRef.uniformPolyAlpha, (attr.isWireframe) ? 1.0f : divide5bitBy31_LUT[attr.alpha]);
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glUniform1i(OGLRef.uniformPolyID, attr.polygonID);
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glUniform1i(OGLRef.uniformPolyEnableDepthWrite, ( (attr.polygonMode != POLYGON_MODE_SHADOW) && (attr.isOpaque || attr.isWireframe || attr.enableAlphaDepthWrite) ) ? GL_TRUE : GL_FALSE);
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glUniform1i(OGLRef.uniformPolyIsTranslucent, (attr.isTranslucent && !isOpaqueDecal) ? GL_TRUE : GL_FALSE);
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glUniform1i(OGLRef.uniformPolySetNewDepthForTranslucent, (attr.enableAlphaDepthWrite) ? GL_TRUE : GL_FALSE);
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}
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else
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@ -3146,6 +3168,30 @@ Render3DError OpenGLRenderer_1_2::SetupViewport(const u32 viewportValue)
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return OGLERROR_NOERR;
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}
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Render3DError OpenGLRenderer_1_2::DrawAlphaTextureOpaqueFragments(const GLenum polyPrimitive, const GLsizei vertIndexCount, const GLushort *indexBufferPtr, const GLboolean enableDepthWrite)
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{
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glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
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glDepthMask(GL_TRUE);
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if (this->isShaderSupported)
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{
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const OGLRenderRef &OGLRef = *this->ref;
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glUniform1i(OGLRef.uniformTexDrawOpaque, GL_TRUE);
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glDrawElements(polyPrimitive, vertIndexCount, GL_UNSIGNED_SHORT, indexBufferPtr);
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glUniform1i(OGLRef.uniformTexDrawOpaque, GL_FALSE);
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}
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else
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{
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glDrawElements(polyPrimitive, vertIndexCount, GL_UNSIGNED_SHORT, indexBufferPtr);
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}
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glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
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glDepthMask(enableDepthWrite);
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return OGLERROR_NOERR;
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}
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Render3DError OpenGLRenderer_1_2::DrawShadowPolygon(const GLenum polyPrimitive, const GLsizei vertIndexCount, const GLushort *indexBufferPtr, const GLboolean enableDepthWrite, const u8 opaquePolyID)
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{
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// Shadow polygons are actually drawn over the course of multiple passes.
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@ -377,7 +377,7 @@ struct OGLPolyStates
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{
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union
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{
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struct { GLubyte enableTexture, enableFog, enableDepthWrite, setNewDepthForTranslucent; };
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struct { GLubyte enableTexture, enableFog, isTranslucent, setNewDepthForTranslucent; };
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GLubyte flags[4];
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};
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@ -474,7 +474,7 @@ struct OGLRenderRef
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GLint uniformPolyTexScale;
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GLint uniformPolyMode;
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GLint uniformPolyEnableDepthWrite;
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GLint uniformPolyIsTranslucent;
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GLint uniformPolySetNewDepthForTranslucent;
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GLint uniformPolyAlpha;
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GLint uniformPolyID;
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@ -482,6 +482,7 @@ struct OGLRenderRef
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GLint uniformPolyEnableTexture;
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GLint uniformPolyEnableFog;
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GLint uniformTexSingleBitAlpha;
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GLint uniformTexDrawOpaque;
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GLint uniformPolyStateIndex;
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GLint uniformPolyDrawShadow;
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@ -658,6 +659,7 @@ protected:
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virtual Render3DError DownsampleFBO() = 0;
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virtual Render3DError ReadBackPixels() = 0;
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virtual Render3DError DrawAlphaTextureOpaqueFragments(const GLenum polyPrimitive, const GLsizei vertIndexCount, const GLushort *indexBufferPtr, const GLboolean enableDepthWrite) = 0;
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virtual Render3DError DrawShadowPolygon(const GLenum polyPrimitive, const GLsizei vertIndexCount, const GLushort *indexBufferPtr, const GLboolean enableDepthWrite, const u8 opaquePolyID) = 0;
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virtual void SetPolygonIndex(const size_t index) = 0;
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@ -736,6 +738,7 @@ protected:
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virtual Render3DError SetupTexture(const POLY &thePoly, size_t polyRenderIndex);
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virtual Render3DError SetupViewport(const u32 viewportValue);
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virtual Render3DError DrawAlphaTextureOpaqueFragments(const GLenum polyPrimitive, const GLsizei vertIndexCount, const GLushort *indexBufferPtr, const GLboolean enableDepthWrite);
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virtual Render3DError DrawShadowPolygon(const GLenum polyPrimitive, const GLsizei vertIndexCount, const GLushort *indexBufferPtr, const GLboolean enableDepthWrite, const u8 opaquePolyID);
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public:
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@ -116,7 +116,7 @@ static const char *GeometryVtxShader_150 = {"\
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out vec4 vtxColor; \n\
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flat out uint polyEnableTexture;\n\
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flat out uint polyEnableFog;\n\
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flat out uint polyEnableDepthWrite;\n\
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flat out uint polyIsTranslucent;\n\
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flat out uint polySetNewDepthForTranslucent;\n\
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flat out uint polyMode;\n\
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flat out uint polyID;\n\
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@ -133,7 +133,7 @@ static const char *GeometryVtxShader_150 = {"\
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\n\
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polyEnableTexture = polyStateFlags[0];\n\
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polyEnableFog = polyStateFlags[1];\n\
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polyEnableDepthWrite = polyStateFlags[2];\n\
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polyIsTranslucent = polyStateFlags[2];\n\
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polySetNewDepthForTranslucent = polyStateFlags[3];\n\
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polyMode = polyStateValues[1];\n\
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polyID = polyStateValues[2];\n\
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@ -159,7 +159,7 @@ static const char *GeometryFragShader_150 = {"\
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in vec4 vtxColor;\n\
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flat in uint polyEnableTexture;\n\
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flat in uint polyEnableFog;\n\
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flat in uint polyEnableDepthWrite;\n\
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flat in uint polyIsTranslucent;\n\
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flat in uint polySetNewDepthForTranslucent;\n\
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flat in uint polyMode;\n\
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flat in uint polyID;\n\
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@ -186,6 +186,7 @@ static const char *GeometryFragShader_150 = {"\
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\n\
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uniform sampler2D texRenderObject;\n\
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uniform usamplerBuffer PolyStates;\n\
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uniform bool texDrawOpaque;\n\
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uniform bool polyDrawShadow;\n\
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uniform int polyIndex;\n\
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\n\
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@ -228,6 +229,23 @@ static const char *GeometryFragShader_150 = {"\
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mainTexColor.a = 1.0;\n\
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}\n\
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}\n\
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else\n\
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{\n\
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if (texDrawOpaque)\n\
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{\n\
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if ( (polyMode != 1u) && (mainTexColor.a <= 0.999) )\n\
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{\n\
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discard;\n\
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}\n\
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}\n\
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else\n\
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{\n\
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if ( ((polyMode != 1u) && (mainTexColor.a * vtxColor.a > 0.999)) || ((polyMode == 1u) && (vtxColor.a > 0.999)) )\n\
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{\n\
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discard;\n\
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}\n\
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}\n\
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}\n\
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\n\
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newFragColor = mainTexColor * vtxColor;\n\
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\n\
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@ -251,7 +269,7 @@ static const char *GeometryFragShader_150 = {"\
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discard;\n\
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}\n\
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\n\
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if ( bool(polyEnableDepthWrite) && ((newFragColor.a > 0.999) || bool(polySetNewDepthForTranslucent)) )\n\
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if ( (newFragColor.a > 0.999) || bool(polySetNewDepthForTranslucent) )\n\
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{\n\
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newFragDepth = vec4(packVec3FromFloat(newFragDepthValue), 1.0);\n\
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}\n\
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@ -1194,6 +1212,7 @@ Render3DError OpenGLRenderer_3_2::InitGeometryProgramShaderLocations()
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glUniform1i(uniformTexRenderObject, 0);
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glUniform1i(uniformTexBufferPolyStates, OGLTextureUnitID_PolyStates);
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OGLRef.uniformTexDrawOpaque = glGetUniformLocation(OGLRef.programGeometryID, "texDrawOpaque");
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OGLRef.uniformPolyDrawShadow = glGetUniformLocation(OGLRef.programGeometryID, "polyDrawShadow");
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OGLRef.uniformPolyStateIndex = glGetUniformLocation(OGLRef.programGeometryID, "polyIndex");
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@ -1446,7 +1465,7 @@ Render3DError OpenGLRenderer_3_2::BeginRender(const GFX3D &engine)
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polyStates[i].enableTexture = (this->_textureList[i]->IsSamplingEnabled()) ? GL_TRUE : GL_FALSE;
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polyStates[i].enableFog = (polyAttr.enableRenderFog) ? GL_TRUE : GL_FALSE;
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polyStates[i].enableDepthWrite = ( (polyAttr.polygonMode != POLYGON_MODE_SHADOW) && (polyAttr.isOpaque || polyAttr.isWireframe || polyAttr.enableAlphaDepthWrite) ) ? GL_TRUE : GL_FALSE;
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polyStates[i].isTranslucent = (polyAttr.isTranslucent && !((polyAttr.polygonMode == POLYGON_MODE_DECAL) && polyAttr.isOpaque)) ? GL_TRUE : GL_FALSE;
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polyStates[i].setNewDepthForTranslucent = (polyAttr.enableAlphaDepthWrite) ? GL_TRUE : GL_FALSE;
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polyStates[i].polyAlpha = (polyAttr.isWireframe) ? 0x1F : polyAttr.alpha;
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polyStates[i].polyMode = polyAttr.polygonMode;
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@ -1465,6 +1484,7 @@ Render3DError OpenGLRenderer_3_2::BeginRender(const GFX3D &engine)
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glUnmapBuffer(GL_ARRAY_BUFFER);
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glUseProgram(OGLRef.programGeometryID);
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glUniform1i(OGLRef.uniformTexDrawOpaque, GL_FALSE);
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glUniform1i(OGLRef.uniformPolyDrawShadow, GL_FALSE);
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return OGLERROR_NOERR;
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@ -1691,15 +1711,14 @@ Render3DError OpenGLRenderer_3_2::SetupPolygon(const POLY &thePoly)
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}
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else
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{
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const u8 texFormat = thePoly.getTexParamTexFormat();
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const bool handlePolyAsTranslucent = (!attr.isWireframe && !attr.isOpaque)/* || ((texFormat == TEXMODE_A5I3) || (texFormat == TEXMODE_A3I5))*/;
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const bool isOpaqueDecal = ((attr.polygonMode == POLYGON_MODE_DECAL) && attr.isOpaque);
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glStencilFunc(GL_ALWAYS, attr.polygonID, 0x3F);
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glStencilOp(GL_KEEP, GL_KEEP, (handlePolyAsTranslucent) ? GL_KEEP : GL_REPLACE);
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glStencilOp(GL_KEEP, GL_KEEP, (attr.isTranslucent && !isOpaqueDecal) ? 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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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glDepthMask((!handlePolyAsTranslucent || attr.enableAlphaDepthWrite) ? GL_TRUE : GL_FALSE);
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glDepthMask((!attr.isTranslucent || isOpaqueDecal || attr.enableAlphaDepthWrite) ? GL_TRUE : GL_FALSE);
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}
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return OGLERROR_NOERR;
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