Fix various issues with zfreeze implemntation.
Results are still not correct, but things are getting closer. * Don't cull CULLALL primitives so early so they can be used as reference planes. * Convert CalculateZSlope to screenspace coordinates. * Convert Pixelshader to screenspace coordinates (instead of worldspace xy coordinates, which is totally wrong) * Divide depth by 2^24 instead of clamping to 0.0-1.0 as was done before. Progress: * Rouge Squadron 2/3 appear correct in game (videos in rs2 save file selection are missing) * Shadows draw 100% correctly in NHL 2003. * Mario golf menu renders correctly. * NFS: HP2, shadows sometimes render on top of car or below the road. * Mario Tennis, courts and shadows render correctly, but at wrong depth * Blood Omen 2, doesn't work.
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@ -186,6 +186,10 @@ void VertexManager::vFlush(bool useDstAlpha)
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CalculateZSlope(stride);
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}
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// if cull mode is CULL_ALL, ignore triangles and quads
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if (bpmem.genMode.cullmode == GenMode::CULL_ALL && current_primitive_type == PRIMITIVE_TRIANGLES)
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return;
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VertexLoaderManager::GetCurrentVertexFormat()->SetupVertexPointers();
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g_renderer->ApplyState(useDstAlpha);
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@ -145,6 +145,10 @@ void VertexManager::vFlush(bool useDstAlpha)
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CalculateZSlope(stride);
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}
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// if cull mode is CULL_ALL, ignore triangles and quads
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if (bpmem.genMode.cullmode == GenMode::CULL_ALL && current_primitive_type == PRIMITIVE_TRIANGLES)
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return;
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// Makes sure we can actually do Dual source blending
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bool dualSourcePossible = g_ActiveConfig.backend_info.bSupportsDualSourceBlend;
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@ -546,7 +546,7 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
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{
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if (bpmem.genMode.zfreeze)
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{
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out.Write("\tdepth = " I_ZSLOPE".z + " I_ZSLOPE".x * (clipPos.x / clipPos.w) + " I_ZSLOPE".y * (clipPos.y / clipPos.w);\n");
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out.Write("\tdepth = float(" I_ZSLOPE".z + " I_ZSLOPE".x * rawpos.x + " I_ZSLOPE".y * rawpos.y) / float(0xffffff);\n");
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}
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else
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{
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@ -569,7 +569,7 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
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{
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if (bpmem.genMode.zfreeze)
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{
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out.Write("\tdepth = " I_ZSLOPE".z + " I_ZSLOPE".x * (clipPos.x / clipPos.w) + " I_ZSLOPE".y * (clipPos.y / clipPos.w);\n");
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out.Write("\tdepth = float(" I_ZSLOPE".z + " I_ZSLOPE".x * rawpos.x + " I_ZSLOPE".y * rawpos.y) / float(0xffffff);\n");
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}
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else
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{
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@ -149,11 +149,8 @@ int RunVertices(int vtx_attr_group, int primitive, int count, DataReader src, bo
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if ((int)src.size() < size)
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return -1;
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if (skip_drawing || (bpmem.genMode.cullmode == GenMode::CULL_ALL && primitive < 5))
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{
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// if cull mode is CULL_ALL, ignore triangles and quads
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if (skip_drawing)
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return size;
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}
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// If the native vertex format changed, force a flush.
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if (loader->m_native_vertex_format != s_current_vtx_fmt)
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@ -259,11 +259,12 @@ void VertexManager::CalculateZSlope(u32 stride)
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VertexShaderManager::TransformToClipSpace(&vtx[i * 3], &out[i * 4]);
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// viewport offset ignored because we only look at coordinate differences.
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out[0 + i * 4] = out[0 + i * 4] / out[3 + i * 4] * xfmem.viewport.wd;
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out[1 + i * 4] = out[1 + i * 4] / out[3 + i * 4] * xfmem.viewport.ht;
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// Transform to Screenspace
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out[0 + i * 4] = out[0 + i * 4] / out[3 + i * 4] * xfmem.viewport.wd + (xfmem.viewport.xOrig - 342);
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out[1 + i * 4] = out[1 + i * 4] / out[3 + i * 4] * xfmem.viewport.ht + (xfmem.viewport.yOrig - 342);
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out[2 + i * 4] = out[2 + i * 4] / out[3 + i * 4] * xfmem.viewport.zRange + xfmem.viewport.farZ;
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}
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float dx31 = out[8] - out[0];
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float dx12 = out[0] - out[4];
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float dy12 = out[1] - out[5];
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@ -277,7 +278,7 @@ void VertexManager::CalculateZSlope(u32 stride)
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float slope_dfdx = -a / c;
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float slope_dfdy = -b / c;
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float slope_f0 = out[2];
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float slope_f0 = out[2] - (out[0] * slope_dfdx + out[1] * slope_dfdy);
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PixelShaderManager::SetZSlope(slope_dfdx, slope_dfdy, slope_f0);
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}
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