VertexShaderGen: Clip z using user-defined clipping planes.

This commit is contained in:
Jules Blok 2016-08-04 14:09:35 +02:00
parent 159247f4ad
commit b1ed7e80fb
3 changed files with 10 additions and 0 deletions

View File

@ -724,6 +724,7 @@ Renderer::Renderer()
glClearDepthf(1.0f);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glEnable(GL_CLIP_DISTANCE0);
glPixelStorei(GL_UNPACK_ALIGNMENT, 4); // 4-byte pixel alignment

View File

@ -196,6 +196,8 @@ inline void GenerateVSOutputMembers(T& object, APIType api_type, u32 texgens,
DefineOutputMember(object, api_type, qualifier, "float3", "WorldPos", -1, "TEXCOORD",
texgens + 2);
}
DefineOutputMember(object, api_type, qualifier, "float", "clipDist", -1, "SV_ClipDistance");
}
template <class T>
@ -216,6 +218,8 @@ inline void AssignVSOutputMembers(T& object, const char* a, const char* b, u32 t
object.Write("\t%s.Normal = %s.Normal;\n", a, b);
object.Write("\t%s.WorldPos = %s.WorldPos;\n", a, b);
}
object.Write("\t%s.clipDist = %s.clipDist;\n", a, b);
}
// We use the flag "centroid" to fix some MSAA rendering bugs. With MSAA, the

View File

@ -399,6 +399,10 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const vertex_shader_uid_da
out.Write("o.colors_1 = color1;\n");
}
// Since we're adjusting z for the depth range before the perspective divide, we have to do our
// own clipping.
out.Write("o.clipDist = o.pos.z + o.pos.w;\n");
// We have to handle the depth range in the vertex shader, because some games will use a depth range beyond
// the normal depth range of 0..1.
out.Write("o.pos.z = o.pos.w * " I_PIXELCENTERCORRECTION".w + o.pos.z * " I_PIXELCENTERCORRECTION".z;\n");
@ -457,6 +461,7 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const vertex_shader_uid_da
out.Write("colors_1 = o.colors_1;\n");
}
out.Write("gl_ClipDistance[0] = o.clipDist;\n");
out.Write("gl_Position = o.pos;\n");
}
else // D3D