OpenGL Renderer: Do a minor optimization when running NDS-Style Depth Calculation.
- As a positive side-effect, generating the geometry shaders now runs quicker too.
This commit is contained in:
parent
ef35f72172
commit
92fcd1313e
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@ -329,10 +329,12 @@ uniform bool polyDrawShadow;\n\
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\n\
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uniform float polyAlpha; \n\
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uniform vec2 polyTexScale; \n\
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uniform int polyDepthOffsetMode;\n\
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\n\
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varying vec2 vtxTexCoord; \n\
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varying vec4 vtxColor; \n\
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varying float isPolyDrawable;\n\
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varying float depthOffset;\n\
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\n\
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void main() \n\
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{ \n\
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@ -342,6 +344,10 @@ void main() \n\
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vtxTexCoord = texScaleMtx * inTexCoord0; \n\
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vtxColor = vec4(inColor / 63.0, polyAlpha); \n\
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isPolyDrawable = ((polyMode != 3) || polyDrawShadow) ? 1.0 : -1.0;\n\
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\n\
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depthOffset = (polyDepthOffsetMode == 0) ? 0.0 : ((polyDepthOffsetMode == 1) ? -DEPTH_EQUALS_TEST_TOLERANCE : DEPTH_EQUALS_TEST_TOLERANCE);\n\
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depthOffset = depthOffset / 16777215.0;\n\
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\n\
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gl_Position = inPosition;\n\
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} \n\
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"};
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@ -351,6 +357,7 @@ static const char *GeometryFragShader_100 = {"\
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varying vec2 vtxTexCoord;\n\
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varying vec4 vtxColor;\n\
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varying float isPolyDrawable;\n\
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varying float depthOffset;\n\
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\n\
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uniform sampler2D texRenderObject;\n\
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\n\
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@ -369,7 +376,6 @@ uniform bool texSingleBitAlpha;\n\
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\n\
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uniform bool drawModeDepthEqualsTest;\n\
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uniform bool polyDrawShadow;\n\
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uniform int polyDepthOffsetMode;\n\
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\n\
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#if USE_DEPTH_LEQUAL_POLYGON_FACING && !DRAW_MODE_OPAQUE\n\
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uniform sampler2D inBackFacing;\n\
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@ -389,18 +395,15 @@ void main()\n\
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\n\
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if (!texSingleBitAlpha)\n\
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{\n\
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if (texDrawOpaque)\n\
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if (texDrawOpaque && (polyMode != 1) && (mainTexColor.a <= 0.999))\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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discard;\n\
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}\n\
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}\n\
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#if USE_TEXTURE_SMOOTHING\n\
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else\n\
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{\n\
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if (mainTexColor.a < 0.500)\n\
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if (mainTexColor.a < 0.500)\n\
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{\n\
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mainTexColor.a = 0.0;\n\
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}\n\
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@ -456,20 +459,11 @@ void main()\n\
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// subtle interpolation differences between various GPUs and/or drivers. If the depth calculation is not done\n\
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// here, then it is very possible for the user to experience Z-fighting in certain rendering situations.\n\
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\n\
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#if NEEDS_DEPTH_EQUALS_TEST\n\
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float depthOffset = (polyDepthOffsetMode == 0) ? 0.0 : ((polyDepthOffsetMode == 1) ? -DEPTH_EQUALS_TEST_TOLERANCE : DEPTH_EQUALS_TEST_TOLERANCE);\n\
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#if ENABLE_W_DEPTH\n\
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gl_FragDepth = clamp( ( (4096.0/gl_FragCoord.w) + depthOffset ) / 16777215.0, 0.0, 1.0 );\n\
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#else\n\
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gl_FragDepth = clamp( ( (floor(gl_FragCoord.z * 4194303.0) * 4.0) + depthOffset ) / 16777215.0, 0.0, 1.0 );\n\
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#endif\n\
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#if ENABLE_W_DEPTH\n\
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gl_FragDepth = clamp( ((1.0/gl_FragCoord.w) * (4096.0/16777215.0)) + depthOffset, 0.0, 1.0 );\n\
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#else\n\
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#if ENABLE_W_DEPTH\n\
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gl_FragDepth = (4096.0/gl_FragCoord.w) / 16777215.0;\n\
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#else\n\
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// hack: when using z-depth, drop some LSBs so that the overworld map in Dragon Quest IV shows up correctly\n\
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gl_FragDepth = (floor(gl_FragCoord.z * 4194303.0) * 4.0) / 16777215.0;\n\
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#endif\n\
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// hack: when using z-depth, drop some LSBs so that the overworld map in Dragon Quest IV shows up correctly\n\
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gl_FragDepth = clamp( (floor(gl_FragCoord.z * 4194303.0) * (4.0/16777215.0)) + depthOffset, 0.0, 1.0 );\n\
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#endif\n\
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#endif\n\
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}\n\
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@ -3144,14 +3138,18 @@ Render3DError OpenGLRenderer_1_2::CreateGeometryPrograms()
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OGLGeometryFlags programFlags;
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programFlags.value = 0;
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std::stringstream vtxShaderHeader;
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vtxShaderHeader << "#define DEPTH_EQUALS_TEST_TOLERANCE " << DEPTH_EQUALS_TEST_TOLERANCE << ".0\n";
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vtxShaderHeader << "\n";
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std::string vtxShaderCode = vtxShaderHeader.str() + std::string(GeometryVtxShader_100);
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std::stringstream fragShaderHeader;
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fragShaderHeader << "#define FRAMEBUFFER_SIZE_X " << this->_framebufferWidth << ".0 \n";
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fragShaderHeader << "#define FRAMEBUFFER_SIZE_Y " << this->_framebufferHeight << ".0 \n";
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fragShaderHeader << "\n";
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fragShaderHeader << "#define DEPTH_EQUALS_TEST_TOLERANCE " << DEPTH_EQUALS_TEST_TOLERANCE << ".0 \n";
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fragShaderHeader << "\n";
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for (size_t flagsValue = 0; flagsValue < 256; flagsValue++, programFlags.value++)
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for (size_t flagsValue = 0; flagsValue < 128; flagsValue++, programFlags.value++)
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{
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std::stringstream shaderFlags;
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shaderFlags << "#define USE_TEXTURE_SMOOTHING " << ((this->_enableTextureSmoothing) ? 1 : 0) << "\n";
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@ -3162,7 +3160,6 @@ Render3DError OpenGLRenderer_1_2::CreateGeometryPrograms()
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shaderFlags << "#define ENABLE_ALPHA_TEST " << ((programFlags.EnableAlphaTest) ? "true\n" : "false\n");
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shaderFlags << "#define ENABLE_TEXTURE_SAMPLING " << ((programFlags.EnableTextureSampling) ? "true\n" : "false\n");
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shaderFlags << "#define TOON_SHADING_MODE " << ((programFlags.ToonShadingMode) ? 1 : 0) << "\n";
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shaderFlags << "#define NEEDS_DEPTH_EQUALS_TEST " << ((programFlags.NeedsDepthEqualsTest) ? 1 : 0) << "\n";
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shaderFlags << "#define ENABLE_FOG " << ((programFlags.EnableFog) ? 1 : 0) << "\n";
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shaderFlags << "#define ENABLE_EDGE_MARK " << ((programFlags.EnableEdgeMark) ? 1 : 0) << "\n";
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shaderFlags << "#define DRAW_MODE_OPAQUE " << ((programFlags.OpaqueDrawMode) ? 1 : 0) << "\n";
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@ -3177,7 +3174,7 @@ Render3DError OpenGLRenderer_1_2::CreateGeometryPrograms()
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error = this->ShaderProgramCreate(OGLRef.vertexGeometryShaderID,
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OGLRef.fragmentGeometryShaderID[flagsValue],
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OGLRef.programGeometryID[flagsValue],
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GeometryVtxShader_100,
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vtxShaderCode.c_str(),
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fragShaderCode.c_str());
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if (error != OGLERROR_NOERR)
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{
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@ -3244,7 +3241,7 @@ void OpenGLRenderer_1_2::DestroyGeometryPrograms()
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OGLRenderRef &OGLRef = *this->ref;
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for (size_t flagsValue = 0; flagsValue < 256; flagsValue++)
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for (size_t flagsValue = 0; flagsValue < 128; flagsValue++)
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{
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if (OGLRef.programGeometryID[flagsValue] == 0)
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{
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@ -4386,7 +4383,6 @@ Render3DError OpenGLRenderer_1_2::BeginRender(const GFX3D &engine)
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// Generate the clipped polygon list.
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bool renderNeedsToonTable = false;
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bool renderNeedsDepthEqualsTest = false;
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for (size_t i = 0, vertIndexCount = 0; i < this->_clippedPolyCount; i++)
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{
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@ -4472,7 +4468,6 @@ Render3DError OpenGLRenderer_1_2::BeginRender(const GFX3D &engine)
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}
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renderNeedsToonTable = (renderNeedsToonTable || (thePoly.attribute.Mode == POLYGON_MODE_TOONHIGHLIGHT)) && this->isShaderSupported;
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renderNeedsDepthEqualsTest = renderNeedsDepthEqualsTest || (thePoly.attribute.DepthEqualTest_Enable != 0);
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this->_isPolyFrontFacing[i] = (facing < 0);
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// Get the texture that is to be attached to this polygon.
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@ -4537,11 +4532,11 @@ Render3DError OpenGLRenderer_1_2::BeginRender(const GFX3D &engine)
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if (this->isShaderSupported)
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{
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this->_geometryProgramFlags.value = 0;
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this->_geometryProgramFlags.EnableWDepth = (engine.renderState.wbuffer) ? 1 : 0;
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this->_geometryProgramFlags.EnableAlphaTest = (engine.renderState.enableAlphaTest) ? 1 : 0;
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this->_geometryProgramFlags.EnableTextureSampling = (this->_enableTextureSampling) ? 1 : 0;
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this->_geometryProgramFlags.ToonShadingMode = (engine.renderState.shading) ? 1 : 0;
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this->_geometryProgramFlags.NeedsDepthEqualsTest = (renderNeedsDepthEqualsTest) ? 1 : 0;
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this->_geometryProgramFlags.EnableFog = (this->_enableFog) ? 1 : 0;
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this->_geometryProgramFlags.EnableEdgeMark = (this->_enableEdgeMark) ? 1 : 0;
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this->_geometryProgramFlags.OpaqueDrawMode = 1;
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@ -5654,7 +5649,6 @@ Render3DError OpenGLRenderer_2_0::BeginRender(const GFX3D &engine)
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// Generate the clipped polygon list.
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bool renderNeedsToonTable = false;
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bool renderNeedsDepthEqualsTest = false;
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for (size_t i = 0, vertIndexCount = 0; i < this->_clippedPolyCount; i++)
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{
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@ -5702,7 +5696,6 @@ Render3DError OpenGLRenderer_2_0::BeginRender(const GFX3D &engine)
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}
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renderNeedsToonTable = renderNeedsToonTable || (thePoly.attribute.Mode == POLYGON_MODE_TOONHIGHLIGHT);
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renderNeedsDepthEqualsTest = renderNeedsDepthEqualsTest || (thePoly.attribute.DepthEqualTest_Enable != 0);
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this->_isPolyFrontFacing[i] = (facing < 0);
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// Get the texture that is to be attached to this polygon.
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@ -5763,11 +5756,11 @@ Render3DError OpenGLRenderer_2_0::BeginRender(const GFX3D &engine)
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}
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// Setup render states
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this->_geometryProgramFlags.value = 0;
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this->_geometryProgramFlags.EnableWDepth = (engine.renderState.wbuffer) ? 1 : 0;
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this->_geometryProgramFlags.EnableAlphaTest = (engine.renderState.enableAlphaTest) ? 1 : 0;
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this->_geometryProgramFlags.EnableTextureSampling = (this->_enableTextureSampling) ? 1 : 0;
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this->_geometryProgramFlags.ToonShadingMode = (engine.renderState.shading) ? 1 : 0;
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this->_geometryProgramFlags.NeedsDepthEqualsTest = (renderNeedsDepthEqualsTest) ? 1 : 0;
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this->_geometryProgramFlags.EnableFog = (this->_enableFog) ? 1 : 0;
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this->_geometryProgramFlags.EnableEdgeMark = (this->_enableEdgeMark) ? 1 : 0;
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this->_geometryProgramFlags.OpaqueDrawMode = 1;
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@ -1,7 +1,7 @@
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/*
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Copyright (C) 2006 yopyop
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Copyright (C) 2006-2007 shash
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Copyright (C) 2008-2019 DeSmuME team
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Copyright (C) 2008-2021 DeSmuME team
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This file is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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@ -432,35 +432,44 @@ union OGLPolyStates
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union OGLGeometryFlags
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{
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u8 value;
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struct
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{
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#ifndef MSB_FIRST
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u8 EnableWDepth:1;
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u8 EnableAlphaTest:1;
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u8 EnableTextureSampling:1;
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u8 ToonShadingMode:1;
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u8 NeedsDepthEqualsTest:1;
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u8 EnableFog:1;
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u8 EnableEdgeMark:1;
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u8 OpaqueDrawMode:1;
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#else
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u8 OpaqueDrawMode:1;
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u8 EnableEdgeMark:1;
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u8 EnableFog:1;
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u8 NeedsDepthEqualsTest:1;
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u8 ToonShadingMode:1;
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u8 EnableTextureSampling:1;
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u8 EnableAlphaTest:1;
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u8 EnableWDepth:1;
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#endif
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};
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struct
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{
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u8 :5;
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u8 DrawBuffersMode:3;
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};
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u8 EnableFog:1;
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u8 EnableEdgeMark:1;
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u8 OpaqueDrawMode:1;
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u8 EnableWDepth:1;
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u8 EnableAlphaTest:1;
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u8 EnableTextureSampling:1;
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u8 ToonShadingMode:1;
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u8 unused:1;
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};
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struct
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{
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u8 DrawBuffersMode:3;
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u8 :5;
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};
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#else
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struct
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{
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u8 unused:1;
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u8 ToonShadingMode:1;
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u8 EnableTextureSampling:1;
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u8 EnableAlphaTest:1;
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u8 EnableWDepth:1;
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u8 OpaqueDrawMode:1;
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u8 EnableEdgeMark:1;
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u8 EnableFog:1;
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};
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struct
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{
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u8 :5;
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u8 DrawBuffersMode:3;
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};
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#endif
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};
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typedef OGLGeometryFlags OGLGeometryFlags;
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@ -529,8 +538,8 @@ struct OGLRenderRef
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// Shader states
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GLuint vertexGeometryShaderID;
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GLuint fragmentGeometryShaderID[256];
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GLuint programGeometryID[256];
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GLuint fragmentGeometryShaderID[128];
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GLuint programGeometryID[128];
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GLuint vtxShaderGeometryZeroDstAlphaID;
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GLuint fragShaderGeometryZeroDstAlphaID;
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@ -132,6 +132,7 @@ uniform isamplerBuffer PolyStates;\n\
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#endif\n\
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uniform int polyIndex;\n\
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uniform bool polyDrawShadow;\n\
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uniform int polyDepthOffsetMode;\n\
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\n\
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out vec2 vtxTexCoord;\n\
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out vec4 vtxColor;\n\
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@ -143,6 +144,7 @@ flat out int polyMode;\n\
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flat out int polyID;\n\
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flat out int texSingleBitAlpha;\n\
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flat out int isPolyDrawable;\n\
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flat out float depthOffset;\n\
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\n\
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void main()\n\
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{\n\
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@ -168,6 +170,9 @@ void main()\n\
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\n\
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isPolyDrawable = int((polyMode != 3) || polyDrawShadow);\n\
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\n\
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depthOffset = (polyDepthOffsetMode == 0) ? 0.0 : ((polyDepthOffsetMode == 1) ? -DEPTH_EQUALS_TEST_TOLERANCE : DEPTH_EQUALS_TEST_TOLERANCE);\n\
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depthOffset = depthOffset / 16777215.0;\n\
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\n\
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mat2 texScaleMtx = mat2( vec2(polyTexScale.x, 0.0), \n\
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vec2( 0.0, polyTexScale.y)); \n\
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\n\
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@ -189,6 +194,7 @@ flat in int polyMode;\n\
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flat in int polyID;\n\
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flat in int texSingleBitAlpha;\n\
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flat in int isPolyDrawable;\n\
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flat in float depthOffset;\n\
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\n\
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layout (std140) uniform RenderStates\n\
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{\n\
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@ -241,7 +247,6 @@ uniform sampler2D texRenderObject;\n\
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uniform bool texDrawOpaque;\n\
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uniform bool drawModeDepthEqualsTest;\n\
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uniform bool polyDrawShadow;\n\
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uniform int polyDepthOffsetMode;\n\
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\n\
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#if DRAW_MODE_OPAQUE\n\
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out vec4 outBackFacing;\n\
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@ -257,7 +262,7 @@ out vec4 outPolyID;\n\
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#if ENABLE_FOG\n\
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out vec4 outFogAttributes;\n\
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#endif\n\
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#if IS_CONSERVATIVE_DEPTH_SUPPORTED && (USE_NDS_DEPTH_CALCULATION || ENABLE_FOG) && !NEEDS_DEPTH_EQUALS_TEST && !ENABLE_W_DEPTH\n\
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#if IS_CONSERVATIVE_DEPTH_SUPPORTED && (USE_NDS_DEPTH_CALCULATION || ENABLE_FOG) && !ENABLE_W_DEPTH\n\
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layout (depth_less) out float gl_FragDepth;\n\
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#endif\n\
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\n\
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@ -346,20 +351,11 @@ void main()\n\
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// subtle interpolation differences between various GPUs and/or drivers. If the depth calculation is not done\n\
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// here, then it is very possible for the user to experience Z-fighting in certain rendering situations.\n\
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\n\
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#if NEEDS_DEPTH_EQUALS_TEST\n\
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float depthOffset = (polyDepthOffsetMode == 0) ? 0.0 : ((polyDepthOffsetMode == 1) ? -DEPTH_EQUALS_TEST_TOLERANCE : DEPTH_EQUALS_TEST_TOLERANCE);\n\
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#if ENABLE_W_DEPTH\n\
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gl_FragDepth = clamp( ( (4096.0/gl_FragCoord.w) + depthOffset ) / 16777215.0, 0.0, 1.0 );\n\
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#else\n\
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gl_FragDepth = clamp( ( (floor(gl_FragCoord.z * 4194303.0) * 4.0) + depthOffset ) / 16777215.0, 0.0, 1.0 );\n\
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#endif\n\
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#if ENABLE_W_DEPTH\n\
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gl_FragDepth = clamp( ((1.0/gl_FragCoord.w) * (4096.0/16777215.0)) + depthOffset, 0.0, 1.0 );\n\
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#else\n\
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#if ENABLE_W_DEPTH\n\
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gl_FragDepth = (4096.0/gl_FragCoord.w) / 16777215.0;\n\
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#else\n\
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// hack: when using z-depth, drop some LSBs so that the overworld map in Dragon Quest IV shows up correctly\n\
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gl_FragDepth = (floor(gl_FragCoord.z * 4194303.0) * 4.0) / 16777215.0;\n\
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#endif\n\
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// hack: when using z-depth, drop some LSBs so that the overworld map in Dragon Quest IV shows up correctly\n\
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gl_FragDepth = clamp( (floor(gl_FragCoord.z * 4194303.0) * (4.0/16777215.0)) + depthOffset, 0.0, 1.0 );\n\
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#endif\n\
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#endif\n\
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}\n\
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@ -1428,6 +1424,7 @@ Render3DError OpenGLRenderer_3_2::CreateGeometryPrograms()
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}
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vtxShaderHeader << "\n";
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vtxShaderHeader << "#define IS_USING_UBO_POLY_STATES " << ((OGLRef.uboPolyStatesID != 0) ? 1 : 0) << "\n";
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vtxShaderHeader << "#define DEPTH_EQUALS_TEST_TOLERANCE " << DEPTH_EQUALS_TEST_TOLERANCE << ".0\n";
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vtxShaderHeader << "\n";
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std::string vtxShaderCode = vtxShaderHeader.str() + std::string(GeometryVtxShader_150);
|
||||
|
@ -1446,10 +1443,9 @@ Render3DError OpenGLRenderer_3_2::CreateGeometryPrograms()
|
|||
fragShaderHeader << "#version 150\n";
|
||||
}
|
||||
fragShaderHeader << "#define IS_CONSERVATIVE_DEPTH_SUPPORTED " << ((this->_isConservativeDepthSupported || this->_isConservativeDepthAMDSupported) ? 1 : 0) << "\n";
|
||||
fragShaderHeader << "#define DEPTH_EQUALS_TEST_TOLERANCE " << DEPTH_EQUALS_TEST_TOLERANCE << ".0\n";
|
||||
fragShaderHeader << "\n";
|
||||
|
||||
for (size_t flagsValue = 0; flagsValue < 256; flagsValue++, programFlags.value++)
|
||||
for (size_t flagsValue = 0; flagsValue < 128; flagsValue++, programFlags.value++)
|
||||
{
|
||||
std::stringstream shaderFlags;
|
||||
shaderFlags << "#define USE_TEXTURE_SMOOTHING " << ((this->_enableTextureSmoothing) ? 1 : 0) << "\n";
|
||||
|
@ -1460,7 +1456,6 @@ Render3DError OpenGLRenderer_3_2::CreateGeometryPrograms()
|
|||
shaderFlags << "#define ENABLE_ALPHA_TEST " << ((programFlags.EnableAlphaTest) ? "true\n" : "false\n");
|
||||
shaderFlags << "#define ENABLE_TEXTURE_SAMPLING " << ((programFlags.EnableTextureSampling) ? "true\n" : "false\n");
|
||||
shaderFlags << "#define TOON_SHADING_MODE " << ((programFlags.ToonShadingMode) ? 1 : 0) << "\n";
|
||||
shaderFlags << "#define NEEDS_DEPTH_EQUALS_TEST " << ((programFlags.NeedsDepthEqualsTest) ? 1 : 0) << "\n";
|
||||
shaderFlags << "#define ENABLE_FOG " << ((programFlags.EnableFog) ? 1 : 0) << "\n";
|
||||
shaderFlags << "#define ENABLE_EDGE_MARK " << ((programFlags.EnableEdgeMark) ? 1 : 0) << "\n";
|
||||
shaderFlags << "#define DRAW_MODE_OPAQUE " << ((programFlags.OpaqueDrawMode) ? 1 : 0) << "\n";
|
||||
|
@ -2331,7 +2326,6 @@ Render3DError OpenGLRenderer_3_2::BeginRender(const GFX3D &engine)
|
|||
|
||||
// Set up the polygon states.
|
||||
bool renderNeedsToonTable = false;
|
||||
bool renderNeedsDepthEqualsTest = false;
|
||||
|
||||
for (size_t i = 0, vertIndexCount = 0; i < this->_clippedPolyCount; i++)
|
||||
{
|
||||
|
@ -2379,7 +2373,6 @@ Render3DError OpenGLRenderer_3_2::BeginRender(const GFX3D &engine)
|
|||
}
|
||||
|
||||
renderNeedsToonTable = renderNeedsToonTable || (thePoly.attribute.Mode == POLYGON_MODE_TOONHIGHLIGHT);
|
||||
renderNeedsDepthEqualsTest = renderNeedsDepthEqualsTest || (thePoly.attribute.DepthEqualTest_Enable != 0);
|
||||
this->_isPolyFrontFacing[i] = (facing < 0);
|
||||
|
||||
// Get the texture that is to be attached to this polygon.
|
||||
|
@ -2486,11 +2479,11 @@ Render3DError OpenGLRenderer_3_2::BeginRender(const GFX3D &engine)
|
|||
}
|
||||
|
||||
// Set up the default draw call states.
|
||||
this->_geometryProgramFlags.value = 0;
|
||||
this->_geometryProgramFlags.EnableWDepth = (engine.renderState.wbuffer) ? 1 : 0;
|
||||
this->_geometryProgramFlags.EnableAlphaTest = (engine.renderState.enableAlphaTest) ? 1 : 0;
|
||||
this->_geometryProgramFlags.EnableTextureSampling = (this->_enableTextureSampling) ? 1 : 0;
|
||||
this->_geometryProgramFlags.ToonShadingMode = (engine.renderState.shading) ? 1 : 0;
|
||||
this->_geometryProgramFlags.NeedsDepthEqualsTest = (renderNeedsDepthEqualsTest) ? 1 : 0;
|
||||
this->_geometryProgramFlags.EnableFog = (this->_enableFog) ? 1 : 0;
|
||||
this->_geometryProgramFlags.EnableEdgeMark = (this->_enableEdgeMark) ? 1 : 0;
|
||||
this->_geometryProgramFlags.OpaqueDrawMode = 1;
|
||||
|
|
Loading…
Reference in New Issue