OpenGL Renderer: Minor rework on handling shadow polygons.

- Determining the depth write state is now handled purely within the
fragment shader.
- Color and depth write states are now handled more consistently across
fixed-function and fragment shader.
- Force backface culling when drawing shadow polygons.
This commit is contained in:
rogerman 2016-12-19 09:48:52 -08:00
parent 49309fb053
commit 8fab80596b
3 changed files with 213 additions and 177 deletions

View File

@ -292,22 +292,22 @@ static const char *vertexShader_100 = {"\
// Fragment Shader GLSL 1.00
static const char *fragmentShader_100 = {"\
varying vec4 vtxPosition; \n\
varying vec2 vtxTexCoord; \n\
varying vec4 vtxColor; \n\
varying vec4 vtxPosition;\n\
varying vec2 vtxTexCoord;\n\
varying vec4 vtxColor;\n\
\n\
uniform sampler2D texRenderObject; \n\
uniform sampler1D texToonTable; \n\
uniform sampler2D texRenderObject;\n\
uniform sampler1D texToonTable;\n\
\n\
uniform int stateToonShadingMode; \n\
uniform bool stateEnableAlphaTest; \n\
uniform int stateToonShadingMode;\n\
uniform bool stateEnableAlphaTest;\n\
uniform bool stateEnableAntialiasing;\n\
uniform bool stateEnableEdgeMarking;\n\
uniform bool stateUseWDepth; \n\
uniform float stateAlphaTestRef; \n\
uniform bool stateUseWDepth;\n\
uniform float stateAlphaTestRef;\n\
\n\
uniform int polyMode; \n\
uniform bool polyEnableDepthWrite;\n\
uniform int polyMode;\n\
uniform bool polySetupShadow;\n\
uniform bool polySetNewDepthForTranslucent;\n\
uniform int polyID;\n\
\n\
@ -322,58 +322,67 @@ static const char *fragmentShader_100 = {"\
return packedValue;\n\
}\n\
\n\
void main() \n\
{ \n\
vec4 mainTexColor = (polyEnableTexture) ? texture2D(texRenderObject, vtxTexCoord) : vec4(1.0, 1.0, 1.0, 1.0); \n\
void main()\n\
{\n\
vec4 newFragColor = vec4(0.0, 0.0, 0.0, 0.0);\n\
vec4 newPolyID = vec4(0.0, 0.0, 0.0, 0.0);\n\
vec4 newFogAttributes = vec4(0.0, 0.0, 0.0, 0.0);\n\
vec4 newFragDepth = vec4(0.0, 0.0, 0.0, 0.0);\n\
\n\
if (texSingleBitAlpha)\n\
float vertW = (vtxPosition.w == 0.0) ? 0.00000001 : vtxPosition.w;\n\
// hack: when using z-depth, drop some LSBs so that the overworld map in Dragon Quest IV shows up correctly\n\
float newFragDepth = (stateUseWDepth) ? vtxPosition.w/4096.0 : clamp( (floor((((vtxPosition.z/vertW) * 0.5 + 0.5) * 16777215.0) / 4.0) * 4.0) / 16777215.0, 0.0, 1.0);\n\
\n\
if (!bool(polySetupShadow))\n\
{\n\
if (mainTexColor.a < 0.500)\n\
vec4 mainTexColor = (polyEnableTexture) ? texture2D(texRenderObject, vtxTexCoord) : vec4(1.0, 1.0, 1.0, 1.0);\n\
\n\
if (texSingleBitAlpha)\n\
{\n\
mainTexColor.a = 0.0;\n\
if (mainTexColor.a < 0.500)\n\
{\n\
mainTexColor.a = 0.0;\n\
}\n\
else\n\
{\n\
mainTexColor.rgb = mainTexColor.rgb / mainTexColor.a;\n\
mainTexColor.a = 1.0;\n\
}\n\
}\n\
else\n\
\n\
vec4 newFragColor = mainTexColor * vtxColor;\n\
\n\
if(polyMode == 1)\n\
{\n\
mainTexColor.rgb = mainTexColor.rgb / mainTexColor.a;\n\
mainTexColor.a = 1.0;\n\
newFragColor.rgb = (polyEnableTexture) ? mix(vtxColor.rgb, mainTexColor.rgb, mainTexColor.a) : vtxColor.rgb;\n\
newFragColor.a = vtxColor.a;\n\
}\n\
else if(polyMode == 2)\n\
{\n\
vec3 toonColor = vec3(texture1D(texToonTable, vtxColor.r).rgb);\n\
newFragColor.rgb = (stateToonShadingMode == 0) ? mainTexColor.rgb * toonColor.rgb : min((mainTexColor.rgb * vtxColor.r) + toonColor.rgb, 1.0);\n\
}\n\
else if(polyMode == 3)\n\
{\n\
newFragColor = vtxColor;\n\
}\n\
\n\
if (newFragColor.a < 0.001 || (stateEnableAlphaTest && newFragColor.a < stateAlphaTestRef))\n\
{\n\
discard;\n\
}\n\
\n\
newFragDepth = vec4( packVec3FromFloat(newFragDepth), float(polyEnableDepthWrite && (newFragColor.a > 0.999 || polySetNewDepthForTranslucent)));\n\
newPolyID = vec4(float(polyID)/63.0, 0.0, 0.0, float(newFragColor.a > 0.999));\n\
newFogAttributes = vec4(float(polyEnableFog), 0.0, 0.0, float((newFragColor.a > 0.999) ? 1.0 : 0.5));\n\
}\n\
\n\
vec4 newFragColor = mainTexColor * vtxColor; \n\
\n\
if(polyMode == 1) \n\
{ \n\
newFragColor.rgb = (polyEnableTexture) ? mix(vtxColor.rgb, mainTexColor.rgb, mainTexColor.a) : vtxColor.rgb; \n\
newFragColor.a = vtxColor.a; \n\
} \n\
else if(polyMode == 2) \n\
{ \n\
vec3 toonColor = vec3(texture1D(texToonTable, vtxColor.r).rgb); \n\
newFragColor.rgb = (stateToonShadingMode == 0) ? mainTexColor.rgb * toonColor.rgb : min((mainTexColor.rgb * vtxColor.r) + toonColor.rgb, 1.0); \n\
} \n\
else if(polyMode == 3) \n\
{ \n\
if (polyID != 0) \n\
{ \n\
newFragColor = vtxColor; \n\
} \n\
} \n\
\n\
if (newFragColor.a < 0.001 || (stateEnableAlphaTest && newFragColor.a < stateAlphaTestRef)) \n\
{ \n\
discard; \n\
} \n\
\n\
float vertW = (vtxPosition.w == 0.0) ? 0.00000001 : vtxPosition.w; \n\
// hack: when using z-depth, drop some LSBs so that the overworld map in Dragon Quest IV shows up correctly\n\
float newFragDepth = (stateUseWDepth) ? vtxPosition.w/4096.0 : clamp( (floor((((vtxPosition.z/vertW) * 0.5 + 0.5) * 16777215.0) / 4.0) * 4.0) / 16777215.0, 0.0, 1.0); \n\
\n\
gl_FragData[0] = newFragColor;\n\
gl_FragData[1] = vec4( packVec3FromFloat(newFragDepth), float(polyEnableDepthWrite && (newFragColor.a > 0.999 || polySetNewDepthForTranslucent)));\n\
gl_FragData[2] = vec4(float(polyID)/63.0, 0.0, 0.0, float(newFragColor.a > 0.999));\n\
gl_FragData[3] = vec4(float(polyEnableFog), 0.0, 0.0, float((newFragColor.a > 0.999) ? 1.0 : 0.5));\n\
gl_FragData[1] = newFragDepth;\n\
gl_FragData[2] = newPolyID;\n\
gl_FragData[3] = newFogAttributes;\n\
gl_FragDepth = newFragDepth;\n\
} \n\
}\n\
"};
// Vertex shader for applying edge marking, GLSL 1.00
@ -1623,7 +1632,7 @@ Render3DError OpenGLRenderer_1_2::InitGeometryProgramShaderLocations()
OGLRef.uniformPolyTexScale = glGetUniformLocation(OGLRef.programGeometryID, "polyTexScale");
OGLRef.uniformPolyMode = glGetUniformLocation(OGLRef.programGeometryID, "polyMode");
OGLRef.uniformPolyEnableDepthWrite = glGetUniformLocation(OGLRef.programGeometryID, "polyEnableDepthWrite");
OGLRef.uniformPolySetupShadow = glGetUniformLocation(OGLRef.programGeometryID, "polySetupShadow");
OGLRef.uniformPolySetNewDepthForTranslucent = glGetUniformLocation(OGLRef.programGeometryID, "polySetNewDepthForTranslucent");
OGLRef.uniformPolyAlpha = glGetUniformLocation(OGLRef.programGeometryID, "polyAlpha");
OGLRef.uniformPolyID = glGetUniformLocation(OGLRef.programGeometryID, "polyID");
@ -2980,24 +2989,40 @@ Render3DError OpenGLRenderer_1_2::SetupPolygon(const POLY &thePoly)
glDepthFunc(oglDepthFunc[attr.enableDepthEqualTest]);
// Set up culling mode
static const GLenum oglCullingMode[4] = {GL_FRONT_AND_BACK, GL_FRONT, GL_BACK, 0};
GLenum cullingMode = oglCullingMode[attr.surfaceCullingMode];
if (cullingMode == 0)
if ( (attr.polygonMode == POLYGON_MODE_SHADOW) && (attr.polygonID != 0) )
{
glDisable(GL_CULL_FACE);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
}
else
{
glEnable(GL_CULL_FACE);
glCullFace(cullingMode);
static const GLenum oglCullingMode[4] = {GL_FRONT_AND_BACK, GL_FRONT, GL_BACK, 0};
GLenum cullingMode = oglCullingMode[attr.surfaceCullingMode];
if (cullingMode == 0)
{
glDisable(GL_CULL_FACE);
}
else
{
glEnable(GL_CULL_FACE);
glCullFace(cullingMode);
}
}
// Set up depth write
GLboolean enableDepthWrite = GL_TRUE;
// Set up color and depth write
if ( (attr.polygonMode == POLYGON_MODE_SHADOW) && (attr.polygonID == 0) )
{
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glDepthMask(GL_FALSE);
}
else
{
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDepthMask(GL_TRUE);
}
// Handle shadow polys. Do this after checking for depth write, since shadow polys
// can change this too.
// Set up stencil testing
if (attr.polygonMode == POLYGON_MODE_SHADOW)
{
glEnable(GL_STENCIL_TEST);
@ -3009,8 +3034,6 @@ Render3DError OpenGLRenderer_1_2::SetupPolygon(const POLY &thePoly)
//do not write color or depth information.
glStencilFunc(GL_NOTEQUAL, 0x80, 0xFF);
glStencilOp(GL_KEEP, GL_ZERO, GL_KEEP);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
enableDepthWrite = GL_FALSE;
}
else
{
@ -3018,27 +3041,19 @@ Render3DError OpenGLRenderer_1_2::SetupPolygon(const POLY &thePoly)
//only draw the shadow poly where the stencilbuf==1.
glStencilFunc(GL_EQUAL, 0, 0xFF);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
enableDepthWrite = GL_TRUE;
}
}
else if ( attr.isTranslucent || (std::find(this->_shadowPolyID.begin(), this->_shadowPolyID.end(), attr.polygonID) == this->_shadowPolyID.end()) )
{
glDisable(GL_STENCIL_TEST);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
enableDepthWrite = (!attr.isTranslucent || attr.isOpaque || attr.enableAlphaDepthWrite) ? GL_TRUE : GL_FALSE;
}
else
{
glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_ALWAYS, 0x80, 0xFF);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
enableDepthWrite = GL_TRUE;
}
glDepthMask(enableDepthWrite);
// Set up polygon attributes
if (this->isShaderSupported)
{
@ -3047,7 +3062,7 @@ Render3DError OpenGLRenderer_1_2::SetupPolygon(const POLY &thePoly)
glUniform1i(OGLRef.uniformPolyEnableFog, (attr.enableRenderFog && !(attr.polygonMode == POLYGON_MODE_SHADOW && attr.polygonID == 0)) ? GL_TRUE : GL_FALSE);
glUniform1f(OGLRef.uniformPolyAlpha, (!attr.isWireframe && attr.isTranslucent) ? divide5bitBy31_LUT[attr.alpha] : 1.0f);
glUniform1i(OGLRef.uniformPolyID, attr.polygonID);
glUniform1i(OGLRef.uniformPolyEnableDepthWrite, (!(attr.polygonMode == POLYGON_MODE_SHADOW && attr.polygonID == 0)) ? GL_TRUE : GL_FALSE);
glUniform1i(OGLRef.uniformPolySetupShadow, ( (attr.polygonMode == POLYGON_MODE_SHADOW) && (attr.polygonID == 0) ) ? GL_TRUE : GL_FALSE);
glUniform1i(OGLRef.uniformPolySetNewDepthForTranslucent, (attr.enableAlphaDepthWrite) ? GL_TRUE : GL_FALSE);
}
else
@ -4582,24 +4597,40 @@ Render3DError OpenGLRenderer_2_0::SetupPolygon(const POLY &thePoly)
glDepthFunc(oglDepthFunc[attr.enableDepthEqualTest]);
// Set up culling mode
static const GLenum oglCullingMode[4] = {GL_FRONT_AND_BACK, GL_FRONT, GL_BACK, 0};
GLenum cullingMode = oglCullingMode[attr.surfaceCullingMode];
if (cullingMode == 0)
if ( (attr.polygonMode == POLYGON_MODE_SHADOW) && (attr.polygonID != 0) )
{
glDisable(GL_CULL_FACE);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
}
else
{
glEnable(GL_CULL_FACE);
glCullFace(cullingMode);
static const GLenum oglCullingMode[4] = {GL_FRONT_AND_BACK, GL_FRONT, GL_BACK, 0};
GLenum cullingMode = oglCullingMode[attr.surfaceCullingMode];
if (cullingMode == 0)
{
glDisable(GL_CULL_FACE);
}
else
{
glEnable(GL_CULL_FACE);
glCullFace(cullingMode);
}
}
// Set up depth write
GLboolean enableDepthWrite = GL_TRUE;
// Set up color and depth write
if ( (attr.polygonMode == POLYGON_MODE_SHADOW) && (attr.polygonID == 0) )
{
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glDepthMask(GL_FALSE);
}
else
{
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDepthMask(GL_TRUE);
}
// Handle shadow polys. Do this after checking for depth write, since shadow polys
// can change this too.
// Set up stencil testing
if (attr.polygonMode == POLYGON_MODE_SHADOW)
{
glEnable(GL_STENCIL_TEST);
@ -4611,8 +4642,6 @@ Render3DError OpenGLRenderer_2_0::SetupPolygon(const POLY &thePoly)
//do not write color or depth information.
glStencilFunc(GL_NOTEQUAL, 0x80, 0xFF);
glStencilOp(GL_KEEP, GL_ZERO, GL_KEEP);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
enableDepthWrite = GL_FALSE;
}
else
{
@ -4620,34 +4649,26 @@ Render3DError OpenGLRenderer_2_0::SetupPolygon(const POLY &thePoly)
//only draw the shadow poly where the stencilbuf==1.
glStencilFunc(GL_EQUAL, 0, 0xFF);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
enableDepthWrite = GL_TRUE;
}
}
else if ( attr.isTranslucent || (std::find(this->_shadowPolyID.begin(), this->_shadowPolyID.end(), attr.polygonID) == this->_shadowPolyID.end()) )
{
glDisable(GL_STENCIL_TEST);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
enableDepthWrite = (!attr.isTranslucent || attr.isOpaque || attr.enableAlphaDepthWrite) ? GL_TRUE : GL_FALSE;
}
else
{
glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_ALWAYS, 0x80, 0xFF);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
enableDepthWrite = GL_TRUE;
}
glDepthMask(enableDepthWrite);
// Set up polygon attributes
OGLRenderRef &OGLRef = *this->ref;
glUniform1i(OGLRef.uniformPolyMode, attr.polygonMode);
glUniform1i(OGLRef.uniformPolyEnableFog, (attr.enableRenderFog && !(attr.polygonMode == POLYGON_MODE_SHADOW && attr.polygonID == 0)) ? GL_TRUE : GL_FALSE);
glUniform1f(OGLRef.uniformPolyAlpha, (!attr.isWireframe && attr.isTranslucent) ? divide5bitBy31_LUT[attr.alpha] : 1.0f);
glUniform1i(OGLRef.uniformPolyID, attr.polygonID);
glUniform1i(OGLRef.uniformPolyEnableDepthWrite, (!(attr.polygonMode == POLYGON_MODE_SHADOW && attr.polygonID == 0)) ? GL_TRUE : GL_FALSE);
glUniform1i(OGLRef.uniformPolySetupShadow, ( (attr.polygonMode == POLYGON_MODE_SHADOW) && (attr.polygonID == 0) ) ? GL_TRUE : GL_FALSE);
glUniform1i(OGLRef.uniformPolySetNewDepthForTranslucent, (attr.enableAlphaDepthWrite) ? GL_TRUE : GL_FALSE);
return OGLERROR_NOERR;

View File

@ -377,7 +377,7 @@ struct OGLPolyStates
{
union
{
struct { GLubyte enableTexture, enableFog, enableDepthWrite, setNewDepthForTranslucent; };
struct { GLubyte enableTexture, enableFog, setupShadowPoly, setNewDepthForTranslucent; };
GLubyte flags[4];
};
@ -474,7 +474,7 @@ struct OGLRenderRef
GLint uniformPolyTexScale;
GLint uniformPolyMode;
GLint uniformPolyEnableDepthWrite;
GLint uniformPolySetupShadow;
GLint uniformPolySetNewDepthForTranslucent;
GLint uniformPolyAlpha;
GLint uniformPolyID;

View File

@ -116,7 +116,7 @@ static const char *GeometryVtxShader_150 = {"\
out vec4 vtxColor; \n\
flat out uint polyEnableTexture;\n\
flat out uint polyEnableFog;\n\
flat out uint polyEnableDepthWrite;\n\
flat out uint polySetupShadow;\n\
flat out uint polySetNewDepthForTranslucent;\n\
flat out uint polyMode;\n\
flat out uint polyID;\n\
@ -133,7 +133,7 @@ static const char *GeometryVtxShader_150 = {"\
\n\
polyEnableTexture = polyStateFlags[0];\n\
polyEnableFog = polyStateFlags[1];\n\
polyEnableDepthWrite = polyStateFlags[2];\n\
polySetupShadow = polyStateFlags[2];\n\
polySetNewDepthForTranslucent = polyStateFlags[3];\n\
polyMode = polyStateValues[1];\n\
polyID = polyStateValues[2];\n\
@ -154,12 +154,12 @@ static const char *GeometryVtxShader_150 = {"\
static const char *GeometryFragShader_150 = {"\
#version 150 \n\
\n\
in vec4 vtxPosition; \n\
in vec2 vtxTexCoord; \n\
in vec4 vtxColor; \n\
in vec4 vtxPosition;\n\
in vec2 vtxTexCoord;\n\
in vec4 vtxColor;\n\
flat in uint polyEnableTexture;\n\
flat in uint polyEnableFog;\n\
flat in uint polyEnableDepthWrite;\n\
flat in uint polySetupShadow;\n\
flat in uint polySetNewDepthForTranslucent;\n\
flat in uint polyMode;\n\
flat in uint polyID;\n\
@ -184,7 +184,7 @@ static const char *GeometryFragShader_150 = {"\
vec4 toonColor[32];\n\
} state;\n\
\n\
uniform sampler2D texRenderObject; \n\
uniform sampler2D texRenderObject;\n\
uniform usamplerBuffer PolyStates;\n\
uniform int polyIndex;\n\
\n\
@ -200,58 +200,67 @@ static const char *GeometryFragShader_150 = {"\
return packedValue;\n\
}\n\
\n\
void main() \n\
{ \n\
vec4 mainTexColor = bool(polyEnableTexture) ? texture(texRenderObject, vtxTexCoord) : vec4(1.0, 1.0, 1.0, 1.0);\n\
void main()\n\
{\n\
vec4 newFragColor = vec4(0.0, 0.0, 0.0, 0.0);\n\
vec4 newPolyID = vec4(0.0, 0.0, 0.0, 0.0);\n\
vec4 newFogAttributes = vec4(0.0, 0.0, 0.0, 0.0);\n\
vec4 newFragDepth = vec4(0.0, 0.0, 0.0, 0.0);\n\
\n\
if (bool(texSingleBitAlpha))\n\
{\n\
if (mainTexColor.a < 0.500)\n\
{\n\
mainTexColor.a = 0.0;\n\
}\n\
else\n\
{\n\
mainTexColor.rgb = mainTexColor.rgb / mainTexColor.a;\n\
mainTexColor.a = 1.0;\n\
}\n\
}\n\
\n\
vec4 newFragColor = mainTexColor * vtxColor; \n\
\n\
if (polyMode == 1u) \n\
{ \n\
newFragColor.rgb = bool(polyEnableTexture) ? mix(vtxColor.rgb, mainTexColor.rgb, mainTexColor.a) : vtxColor.rgb;\n\
newFragColor.a = vtxColor.a; \n\
} \n\
else if (polyMode == 2u) \n\
{ \n\
vec3 newToonColor = state.toonColor[int((vtxColor.r * 31.0) + 0.5)].rgb;\n\
newFragColor.rgb = (state.toonShadingMode == 0) ? mainTexColor.rgb * newToonColor.rgb : min((mainTexColor.rgb * vtxColor.r) + newToonColor.rgb, 1.0); \n\
} \n\
else if (polyMode == 3u) \n\
{ \n\
if (polyID != 0u) \n\
{ \n\
newFragColor = vtxColor; \n\
} \n\
} \n\
\n\
if (newFragColor.a < 0.001 || (state.enableAlphaTest && newFragColor.a < state.alphaTestRef))\n\
{\n\
discard;\n\
}\n\
\n\
float vertW = (vtxPosition.w == 0.0) ? 0.00000001 : vtxPosition.w; \n\
float vertW = (vtxPosition.w == 0.0) ? 0.00000001 : vtxPosition.w;\n\
// hack: when using z-depth, drop some LSBs so that the overworld map in Dragon Quest IV shows up correctly\n\
float newFragDepth = (state.useWDepth) ? vtxPosition.w/4096.0 : clamp( (floor((((vtxPosition.z/vertW) * 0.5 + 0.5) * 16777215.0) / 4.0) * 4.0) / 16777215.0, 0.0, 1.0); \n\
float newFragDepthValue = (state.useWDepth) ? vtxPosition.w/4096.0 : clamp( (floor((((vtxPosition.z/vertW) * 0.5 + 0.5) * 16777215.0) / 4.0) * 4.0) / 16777215.0, 0.0, 1.0);\n\
\n\
if (!bool(polySetupShadow))\n\
{\n\
vec4 mainTexColor = bool(polyEnableTexture) ? texture(texRenderObject, vtxTexCoord) : vec4(1.0, 1.0, 1.0, 1.0);\n\
\n\
if (bool(texSingleBitAlpha))\n\
{\n\
if (mainTexColor.a < 0.500)\n\
{\n\
mainTexColor.a = 0.0;\n\
}\n\
else\n\
{\n\
mainTexColor.rgb = mainTexColor.rgb / mainTexColor.a;\n\
mainTexColor.a = 1.0;\n\
}\n\
}\n\
\n\
newFragColor = mainTexColor * vtxColor;\n\
\n\
if (polyMode == 1u)\n\
{\n\
newFragColor.rgb = bool(polyEnableTexture) ? mix(vtxColor.rgb, mainTexColor.rgb, mainTexColor.a) : vtxColor.rgb;\n\
newFragColor.a = vtxColor.a;\n\
}\n\
else if (polyMode == 2u)\n\
{\n\
vec3 newToonColor = state.toonColor[int((vtxColor.r * 31.0) + 0.5)].rgb;\n\
newFragColor.rgb = (state.toonShadingMode == 0) ? mainTexColor.rgb * newToonColor.rgb : min((mainTexColor.rgb * vtxColor.r) + newToonColor.rgb, 1.0);\n\
}\n\
else if (polyMode == 3u)\n\
{\n\
newFragColor = vtxColor;\n\
}\n\
\n\
if (newFragColor.a < 0.001 || (state.enableAlphaTest && newFragColor.a < state.alphaTestRef))\n\
{\n\
discard;\n\
}\n\
\n\
newFragDepth = vec4( packVec3FromFloat(newFragDepthValue), float((newFragColor.a > 0.999) || bool(polySetNewDepthForTranslucent)) );\n\
newPolyID = vec4(float(polyID)/63.0, 0.0, 0.0, float(newFragColor.a > 0.999));\n\
newFogAttributes = vec4(float(polyEnableFog), 0.0, 0.0, float((newFragColor.a > 0.999) ? 1.0 : 0.5));\n\
}\n\
\n\
outFragColor = newFragColor;\n\
outFragDepth = vec4( packVec3FromFloat(newFragDepth), float(bool(polyEnableDepthWrite) && (newFragColor.a > 0.999 || bool(polySetNewDepthForTranslucent))));\n\
outPolyID = vec4(float(polyID)/63.0, 0.0, 0.0, float(newFragColor.a > 0.999));\n\
outFogAttributes = vec4(float(polyEnableFog), 0.0, 0.0, float((newFragColor.a > 0.999) ? 1.0 : 0.5));\n\
gl_FragDepth = newFragDepth;\n\
} \n\
outFragDepth = newFragDepth;\n\
outPolyID = newPolyID;\n\
outFogAttributes = newFogAttributes;\n\
gl_FragDepth = newFragDepthValue;\n\
}\n\
"};
// Vertex shader for applying edge marking, GLSL 1.50
@ -1431,7 +1440,7 @@ Render3DError OpenGLRenderer_3_2::BeginRender(const GFX3D &engine)
polyStates[i].enableTexture = (this->_textureList[i]->IsSamplingEnabled()) ? GL_TRUE : GL_FALSE;
polyStates[i].enableFog = (polyAttr.enableRenderFog && !(polyAttr.polygonMode == POLYGON_MODE_SHADOW && polyAttr.polygonID == 0)) ? GL_TRUE : GL_FALSE;
polyStates[i].enableDepthWrite = !(polyAttr.polygonMode == POLYGON_MODE_SHADOW && polyAttr.polygonID == 0) ? GL_TRUE : GL_FALSE;
polyStates[i].setupShadowPoly = (polyAttr.polygonMode == POLYGON_MODE_SHADOW && polyAttr.polygonID == 0) ? GL_TRUE : GL_FALSE;
polyStates[i].setNewDepthForTranslucent = (polyAttr.enableAlphaDepthWrite) ? GL_TRUE : GL_FALSE;
polyStates[i].polyAlpha = (!polyAttr.isWireframe && polyAttr.isTranslucent) ? polyAttr.alpha : 0x1F;
polyStates[i].polyMode = polyAttr.polygonMode;
@ -1623,24 +1632,40 @@ Render3DError OpenGLRenderer_3_2::SetupPolygon(const POLY &thePoly)
glDepthFunc(oglDepthFunc[attr.enableDepthEqualTest]);
// Set up culling mode
static const GLenum oglCullingMode[4] = {GL_FRONT_AND_BACK, GL_FRONT, GL_BACK, 0};
GLenum cullingMode = oglCullingMode[attr.surfaceCullingMode];
if (cullingMode == 0)
if ( (attr.polygonMode == POLYGON_MODE_SHADOW) && (attr.polygonID != 0) )
{
glDisable(GL_CULL_FACE);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
}
else
{
glEnable(GL_CULL_FACE);
glCullFace(cullingMode);
static const GLenum oglCullingMode[4] = {GL_FRONT_AND_BACK, GL_FRONT, GL_BACK, 0};
GLenum cullingMode = oglCullingMode[attr.surfaceCullingMode];
if (cullingMode == 0)
{
glDisable(GL_CULL_FACE);
}
else
{
glEnable(GL_CULL_FACE);
glCullFace(cullingMode);
}
}
// Set up depth write
GLboolean enableDepthWrite = GL_TRUE;
// Set up color and depth write
if ( (attr.polygonMode == POLYGON_MODE_SHADOW) && (attr.polygonID == 0) )
{
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glDepthMask(GL_FALSE);
}
else
{
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDepthMask(GL_TRUE);
}
// Handle shadow polys. Do this after checking for depth write, since shadow polys
// can change this too.
// Set up stencil testing
if (attr.polygonMode == POLYGON_MODE_SHADOW)
{
glEnable(GL_STENCIL_TEST);
@ -1652,8 +1677,6 @@ Render3DError OpenGLRenderer_3_2::SetupPolygon(const POLY &thePoly)
//do not write color or depth information.
glStencilFunc(GL_NOTEQUAL, 0x80, 0xFF);
glStencilOp(GL_KEEP, GL_ZERO, GL_KEEP);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
enableDepthWrite = GL_FALSE;
}
else
{
@ -1661,27 +1684,19 @@ Render3DError OpenGLRenderer_3_2::SetupPolygon(const POLY &thePoly)
//only draw the shadow poly where the stencilbuf==1.
glStencilFunc(GL_EQUAL, 0, 0xFF);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
enableDepthWrite = GL_TRUE;
}
}
else if ( attr.isTranslucent || (std::find(this->_shadowPolyID.begin(), this->_shadowPolyID.end(), attr.polygonID) == this->_shadowPolyID.end()) )
{
glDisable(GL_STENCIL_TEST);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
enableDepthWrite = (!attr.isTranslucent || attr.isOpaque || attr.enableAlphaDepthWrite) ? GL_TRUE : GL_FALSE;
}
else
{
glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_ALWAYS, 0x80, 0xFF);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
enableDepthWrite = GL_TRUE;
}
glDepthMask(enableDepthWrite);
return OGLERROR_NOERR;
}