OpenGL Renderer: Fix 3D rendering for builds using an an MSVC compiler. Fixes #81. (Regression from commit 1ff91b7.)

This commit is contained in:
rogerman 2017-08-02 15:12:40 -07:00
parent 1ff91b7841
commit 87e52c334b
4 changed files with 189 additions and 206 deletions

View File

@ -1487,6 +1487,186 @@ OpenGLTexture* OpenGLRenderer::GetLoadedTextureFromPolygon(const POLY &thePoly,
return theTexture;
}
template <OGLPolyDrawMode DRAWMODE>
size_t OpenGLRenderer::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;
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++)
{
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, (DRAWMODE != OGLPolyDrawMode_ZeroAlphaPass));
}
// 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;
}
template <bool WILLUPDATESTENCILBUFFER>
Render3DError OpenGLRenderer::DrawAlphaTexturePolygon(const GLenum polyPrimitive, const GLsizei vertIndexCount, const GLushort *indexBufferPtr, const bool enableAlphaDepthWrite, const bool isTranslucent, const bool canHaveOpaqueFragments)
{
if (this->isShaderSupported)
{
const OGLRenderRef &OGLRef = *this->ref;
if (isTranslucent)
{
// Draw the translucent fragments.
glDrawElements(polyPrimitive, vertIndexCount, GL_UNSIGNED_SHORT, indexBufferPtr);
// Draw the opaque fragments if they might exist.
if (canHaveOpaqueFragments)
{
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);
if (WILLUPDATESTENCILBUFFER)
{
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
glDepthMask((enableAlphaDepthWrite) ? GL_TRUE : GL_FALSE);
}
}
}
else
{
// Draw the polygon as completely opaque.
glUniform1i(OGLRef.uniformTexDrawOpaque, GL_TRUE);
glDrawElements(polyPrimitive, vertIndexCount, GL_UNSIGNED_SHORT, indexBufferPtr);
glUniform1i(OGLRef.uniformTexDrawOpaque, GL_FALSE);
}
}
else
{
glDrawElements(polyPrimitive, vertIndexCount, GL_UNSIGNED_SHORT, indexBufferPtr);
}
return OGLERROR_NOERR;
}
OpenGLRenderer_1_2::~OpenGLRenderer_1_2()
{
glFinish();
@ -3037,154 +3217,6 @@ 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;
@ -3859,8 +3891,7 @@ void OpenGLRenderer_1_2::SetPolygonIndex(const size_t index)
this->_currentPolyIndex = index;
}
template <bool WILLCHANGESTENCILBUFFER>
Render3DError OpenGLRenderer_1_2::SetupPolygon(const POLY &thePoly)
Render3DError OpenGLRenderer_1_2::SetupPolygon(const POLY &thePoly, bool willChangeStencilBuffer)
{
const PolygonAttributes attr = thePoly.getAttributes();
@ -3882,7 +3913,7 @@ Render3DError OpenGLRenderer_1_2::SetupPolygon(const POLY &thePoly)
glCullFace(cullingMode);
}
if (WILLCHANGESTENCILBUFFER)
if (willChangeStencilBuffer)
{
// Handle drawing states for the polygon
if (attr.polygonMode == POLYGON_MODE_SHADOW)
@ -4028,54 +4059,6 @@ 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)
{
const OGLRenderRef &OGLRef = *this->ref;
if (isTranslucent)
{
// Draw the translucent fragments.
glDrawElements(polyPrimitive, vertIndexCount, GL_UNSIGNED_SHORT, indexBufferPtr);
// Draw the opaque fragments if they might exist.
if (canHaveOpaqueFragments)
{
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);
if (WILLUPDATESTENCILBUFFER)
{
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
glDepthMask((enableAlphaDepthWrite) ? GL_TRUE : GL_FALSE);
}
}
}
else
{
// Draw the polygon as completely opaque.
glUniform1i(OGLRef.uniformTexDrawOpaque, GL_TRUE);
glDrawElements(polyPrimitive, vertIndexCount, GL_UNSIGNED_SHORT, indexBufferPtr);
glUniform1i(OGLRef.uniformTexDrawOpaque, GL_FALSE);
}
}
else
{
glDrawElements(polyPrimitive, vertIndexCount, GL_UNSIGNED_SHORT, indexBufferPtr);
}
return OGLERROR_NOERR;
}
Render3DError OpenGLRenderer_1_2::DrawShadowPolygon(const GLenum polyPrimitive, const GLsizei vertIndexCount, const GLushort *indexBufferPtr, const bool enableAlphaDepthWrite, const bool isTranslucent, const u8 opaquePolyID)
{
// Shadow polygons are actually drawn over the course of multiple passes.

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@ -631,6 +631,8 @@ 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<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
virtual Render3DError CreateVBOs() = 0;
@ -681,6 +683,7 @@ protected:
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;
virtual Render3DError SetupPolygon(const POLY &thePoly, bool willChangeStencilBuffer) = 0;
public:
OpenGLRenderer();
@ -745,7 +748,6 @@ 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();
@ -760,11 +762,10 @@ protected:
virtual Render3DError ClearUsingValues(const FragmentColor &clearColor6665, const FragmentAttributes &clearAttributes) const;
virtual void SetPolygonIndex(const size_t index);
template<bool WILLCHANGESTENCILBUFFER> Render3DError SetupPolygon(const POLY &thePoly);
virtual Render3DError SetupPolygon(const POLY &thePoly, bool willChangeStencilBuffer);
virtual Render3DError SetupTexture(const POLY &thePoly, size_t polyRenderIndex);
virtual Render3DError SetupViewport(const u32 viewportValue);
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:

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@ -1642,8 +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)
Render3DError OpenGLRenderer_3_2::SetupPolygon(const POLY &thePoly, bool willChangeStencilBuffer)
{
const PolygonAttributes attr = thePoly.getAttributes();
@ -1665,7 +1664,7 @@ Render3DError OpenGLRenderer_3_2::SetupPolygon(const POLY &thePoly)
glCullFace(cullingMode);
}
if (WILLCHANGESTENCILBUFFER)
if (willChangeStencilBuffer)
{
// Handle drawing states for the polygon
if (attr.polygonMode == POLYGON_MODE_SHADOW)

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