OpenGL Renderer: Prevent applying edge marking on wireframe polygons.
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c71da856f5
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@ -307,7 +307,7 @@ 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 polyIsTranslucent;\n\
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uniform bool polyIsWireframe;\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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@ -365,17 +365,17 @@ static const char *fragmentShader_100 = {"\
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\n\
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newFragColor = mainTexColor * vtxColor;\n\
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\n\
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if(polyMode == 1)\n\
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if (polyMode == 1)\n\
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{\n\
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newFragColor.rgb = (polyEnableTexture) ? mix(vtxColor.rgb, mainTexColor.rgb, mainTexColor.a) : vtxColor.rgb;\n\
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newFragColor.a = vtxColor.a;\n\
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}\n\
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else if(polyMode == 2)\n\
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else if (polyMode == 2)\n\
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{\n\
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vec3 toonColor = vec3(texture1D(texToonTable, vtxColor.r).rgb);\n\
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newFragColor.rgb = (stateToonShadingMode == 0) ? mainTexColor.rgb * toonColor.rgb : min((mainTexColor.rgb * vtxColor.r) + toonColor.rgb, 1.0);\n\
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vec3 newToonColor = vec3(texture1D(texToonTable, vtxColor.r).rgb);\n\
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newFragColor.rgb = (stateToonShadingMode == 0) ? mainTexColor.rgb * newToonColor.rgb : min((mainTexColor.rgb * vtxColor.r) + newToonColor.rgb, 1.0);\n\
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}\n\
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else if(polyMode == 3)\n\
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else if (polyMode == 3)\n\
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{\n\
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newFragColor = vtxColor;\n\
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}\n\
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@ -390,8 +390,8 @@ static const char *fragmentShader_100 = {"\
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newFragDepth = vec4(packVec3FromFloat(newFragDepthValue), 1.0);\n\
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}\n\
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\n\
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newPolyID = vec4(float(polyID)/63.0, 0.0, 0.0, float(newFragColor.a > 0.999));\n\
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newFogAttributes = vec4(float(polyEnableFog), 0.0, 0.0, float((newFragColor.a > 0.999) ? 1.0 : 0.5));\n\
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newPolyID = vec4( float(polyID)/63.0, float(polyIsWireframe), 0.0, float(newFragColor.a > 0.999) );\n\
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newFogAttributes = vec4( float(polyEnableFog), 0.0, 0.0, float((newFragColor.a > 0.999) ? 1.0 : 0.5) );\n\
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}\n\
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\n\
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gl_FragData[0] = newFragColor;\n\
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@ -439,12 +439,26 @@ static const char *EdgeMarkFragShader_100 = {"\
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\n\
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void main()\n\
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{\n\
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vec4 polyIDInfo[5];\n\
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polyIDInfo[0] = texture2D(texInPolyID, texCoord[0]);\n\
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polyIDInfo[1] = texture2D(texInPolyID, texCoord[1]);\n\
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polyIDInfo[2] = texture2D(texInPolyID, texCoord[2]);\n\
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polyIDInfo[3] = texture2D(texInPolyID, texCoord[3]);\n\
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polyIDInfo[4] = texture2D(texInPolyID, texCoord[4]);\n\
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\n\
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int polyID[5];\n\
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polyID[0] = int((texture2D(texInPolyID, texCoord[0]).r * 63.0) + 0.5);\n\
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polyID[1] = int((texture2D(texInPolyID, texCoord[1]).r * 63.0) + 0.5);\n\
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polyID[2] = int((texture2D(texInPolyID, texCoord[2]).r * 63.0) + 0.5);\n\
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polyID[3] = int((texture2D(texInPolyID, texCoord[3]).r * 63.0) + 0.5);\n\
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polyID[4] = int((texture2D(texInPolyID, texCoord[4]).r * 63.0) + 0.5);\n\
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polyID[0] = int((polyIDInfo[0].r * 63.0) + 0.5);\n\
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polyID[1] = int((polyIDInfo[1].r * 63.0) + 0.5);\n\
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polyID[2] = int((polyIDInfo[2].r * 63.0) + 0.5);\n\
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polyID[3] = int((polyIDInfo[3].r * 63.0) + 0.5);\n\
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polyID[4] = int((polyIDInfo[4].r * 63.0) + 0.5);\n\
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\n\
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bool isWireframe[5];\n\
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isWireframe[0] = bool(polyIDInfo[0].g);\n\
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isWireframe[1] = bool(polyIDInfo[1].g);\n\
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isWireframe[2] = bool(polyIDInfo[2].g);\n\
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isWireframe[3] = bool(polyIDInfo[3].g);\n\
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isWireframe[4] = bool(polyIDInfo[4].g);\n\
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\n\
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float depth[5];\n\
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depth[0] = unpackFloatFromVec3(texture2D(texInFragDepth, texCoord[0]).rgb);\n\
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@ -453,18 +467,21 @@ static const char *EdgeMarkFragShader_100 = {"\
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depth[3] = unpackFloatFromVec3(texture2D(texInFragDepth, texCoord[3]).rgb);\n\
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depth[4] = unpackFloatFromVec3(texture2D(texInFragDepth, texCoord[4]).rgb);\n\
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\n\
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vec4 edgeColor = vec4(0.0, 0.0, 0.0, 0.0);\n\
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vec4 newEdgeColor = vec4(0.0, 0.0, 0.0, 0.0);\n\
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\n\
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for (int i = 1; i < 5; i++)\n\
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if (!isWireframe[0])\n\
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{\n\
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if (polyID[0] != polyID[i] && depth[0] >= depth[i])\n\
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for (int i = 1; i < 5; i++)\n\
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{\n\
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edgeColor = stateEdgeColor[polyID[i]/8];\n\
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break;\n\
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if ( (polyID[0] != polyID[i]) && (depth[0] >= depth[i]) && !isWireframe[i] )\n\
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{\n\
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newEdgeColor = stateEdgeColor[polyID[i]/8];\n\
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break;\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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gl_FragData[0] = edgeColor;\n\
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gl_FragData[0] = newEdgeColor;\n\
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}\n\
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"};
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@ -1653,7 +1670,7 @@ 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.uniformPolyIsTranslucent = glGetUniformLocation(OGLRef.programGeometryID, "polyIsTranslucent");
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OGLRef.uniformPolyIsWireframe = glGetUniformLocation(OGLRef.programGeometryID, "polyIsWireframe");
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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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@ -3071,7 +3088,7 @@ 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.uniformPolyIsTranslucent, (attr.isTranslucent && !isOpaqueDecal) ? GL_TRUE : GL_FALSE);
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glUniform1i(OGLRef.uniformPolyIsWireframe, (attr.isWireframe) ? 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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@ -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, isTranslucent, setNewDepthForTranslucent; };
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struct { GLubyte enableTexture, enableFog, isWireframe, 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 uniformPolyIsTranslucent;
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GLint uniformPolyIsWireframe;
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GLint uniformPolySetNewDepthForTranslucent;
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GLint uniformPolyAlpha;
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GLint uniformPolyID;
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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 polyIsTranslucent;\n\
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flat out uint polyIsWireframe;\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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polyIsTranslucent = polyStateFlags[2];\n\
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polyIsWireframe = 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 polyIsTranslucent;\n\
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flat in uint polyIsWireframe;\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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@ -274,8 +274,8 @@ static const char *GeometryFragShader_150 = {"\
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newFragDepth = vec4(packVec3FromFloat(newFragDepthValue), 1.0);\n\
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}\n\
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\n\
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newPolyID = vec4(float(polyID)/63.0, 0.0, 0.0, float(newFragColor.a > 0.999));\n\
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newFogAttributes = vec4(float(polyEnableFog), 0.0, 0.0, float((newFragColor.a > 0.999) ? 1.0 : 0.5));\n\
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newPolyID = vec4( float(polyID)/63.0, float(polyIsWireframe == 1u), 0.0, float(newFragColor.a > 0.999) );\n\
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newFogAttributes = vec4( float(polyEnableFog), 0.0, 0.0, float((newFragColor.a > 0.999) ? 1.0 : 0.5) );\n\
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}\n\
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\n\
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outFragColor = newFragColor;\n\
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@ -365,12 +365,26 @@ static const char *EdgeMarkFragShader_150 = {"\
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\n\
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void main()\n\
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{\n\
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vec4 polyIDInfo[5];\n\
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polyIDInfo[0] = texture(texInPolyID, texCoord[0]);\n\
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polyIDInfo[1] = texture(texInPolyID, texCoord[1]);\n\
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polyIDInfo[2] = texture(texInPolyID, texCoord[2]);\n\
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polyIDInfo[3] = texture(texInPolyID, texCoord[3]);\n\
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polyIDInfo[4] = texture(texInPolyID, texCoord[4]);\n\
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\n\
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int polyID[5];\n\
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polyID[0] = int((texture(texInPolyID, texCoord[0]).r * 63.0) + 0.5);\n\
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polyID[1] = int((texture(texInPolyID, texCoord[1]).r * 63.0) + 0.5);\n\
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polyID[2] = int((texture(texInPolyID, texCoord[2]).r * 63.0) + 0.5);\n\
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polyID[3] = int((texture(texInPolyID, texCoord[3]).r * 63.0) + 0.5);\n\
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polyID[4] = int((texture(texInPolyID, texCoord[4]).r * 63.0) + 0.5);\n\
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polyID[0] = int((polyIDInfo[0].r * 63.0) + 0.5);\n\
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polyID[1] = int((polyIDInfo[1].r * 63.0) + 0.5);\n\
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polyID[2] = int((polyIDInfo[2].r * 63.0) + 0.5);\n\
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polyID[3] = int((polyIDInfo[3].r * 63.0) + 0.5);\n\
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polyID[4] = int((polyIDInfo[4].r * 63.0) + 0.5);\n\
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\n\
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bool isWireframe[5];\n\
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isWireframe[0] = bool(polyIDInfo[0].g);\n\
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isWireframe[1] = bool(polyIDInfo[1].g);\n\
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isWireframe[2] = bool(polyIDInfo[2].g);\n\
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isWireframe[3] = bool(polyIDInfo[3].g);\n\
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isWireframe[4] = bool(polyIDInfo[4].g);\n\
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\n\
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float depth[5];\n\
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depth[0] = unpackFloatFromVec3(texture(texInFragDepth, texCoord[0]).rgb);\n\
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@ -381,12 +395,15 @@ static const char *EdgeMarkFragShader_150 = {"\
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\n\
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vec4 newEdgeColor = vec4(0.0, 0.0, 0.0, 0.0);\n\
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\n\
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for (int i = 1; i < 5; i++)\n\
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if (!isWireframe[0])\n\
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{\n\
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if (polyID[0] != polyID[i] && depth[0] >= depth[i])\n\
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for (int i = 1; i < 5; i++)\n\
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{\n\
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newEdgeColor = state.edgeColor[polyID[i]/8];\n\
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break;\n\
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if ( (polyID[0] != polyID[i]) && (depth[0] >= depth[i]) && !isWireframe[i] )\n\
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{\n\
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newEdgeColor = state.edgeColor[polyID[i]/8];\n\
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break;\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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@ -1465,7 +1482,7 @@ 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].isTranslucent = (polyAttr.isTranslucent && !((polyAttr.polygonMode == POLYGON_MODE_DECAL) && polyAttr.isOpaque)) ? GL_TRUE : GL_FALSE;
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polyStates[i].isWireframe = (polyAttr.isWireframe) ? 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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