try to fix fog consecutively to the Intel fix. still not perfect for whatever reason
also clean up more code
This commit is contained in:
parent
3ef00f8fa6
commit
c49dec1acd
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@ -187,12 +187,7 @@ void SetupDefaultTexParams(GLuint tex)
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bool Init()
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{
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GLint uni_id;
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const GLubyte* renderer = glGetString(GL_RENDERER); // get renderer string
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const GLubyte* version = glGetString(GL_VERSION); // version as a string
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printf("OpenGL: renderer: %s\n", renderer);
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printf("OpenGL: version: %s\n", version);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_STENCIL_TEST);
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@ -42,14 +42,14 @@ uniform uint uOpaquePolyID;
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uniform uint uFogFlag;
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out vec4 oColor;
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out uvec3 oAttr;
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out vec3 oAttr;
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void main()
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{
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oColor = vec4(uColor).bgra / 31.0;
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oAttr.r = uOpaquePolyID;
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oAttr.g = uint(0);
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oAttr.b = uFogFlag;
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oAttr.r = float(uOpaquePolyID) / 63.0;
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oAttr.g = 0;
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oAttr.b = float(uFogFlag);
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}
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)";
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@ -69,7 +69,7 @@ void main()
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const char* kFinalPassFS = kShaderHeader R"(
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uniform sampler2D DepthBuffer;
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uniform usampler2D AttrBuffer;
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uniform sampler2D AttrBuffer;
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layout(std140) uniform uConfig
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{
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@ -122,7 +122,7 @@ void main()
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vec4 ret = vec4(0,0,0,0);
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vec4 depth = texelFetch(DepthBuffer, coord, 0);
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ivec4 attr = ivec4(texelFetch(AttrBuffer, coord, 0));
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vec4 attr = texelFetch(AttrBuffer, coord, 0);
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if (attr.b != 0) ret = CalculateFog(depth.r);
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@ -178,7 +178,7 @@ smooth in vec2 fTexcoord;
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flat in ivec3 fPolygonAttr;
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out vec4 oColor;
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out uvec3 oAttr;
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out vec3 oAttr;
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int TexcoordWrap(int c, int maxc, int mode)
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{
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@ -618,8 +618,8 @@ void main()
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if (col.a < 30.5/31) discard;
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oColor = col;
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oAttr.r = uint((fPolygonAttr.x >> 24) & 0x3F);
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oAttr.b = uint((fPolygonAttr.x >> 15) & 0x1);
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oAttr.r = float((fPolygonAttr.x >> 24) & 0x3F) / 63.0;
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oAttr.b = float((fPolygonAttr.x >> 15) & 0x1);
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}
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)";
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@ -633,8 +633,8 @@ void main()
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if (col.a < 30.5/31) discard;
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oColor = col;
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oAttr.r = uint((fPolygonAttr.x >> 24) & 0x3F);
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oAttr.b = uint((fPolygonAttr.x >> 15) & 0x1);
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oAttr.r = float((fPolygonAttr.x >> 24) & 0x3F) / 63.0;
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oAttr.b = float((fPolygonAttr.x >> 15) & 0x1);
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gl_FragDepth = fZ;
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}
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)";
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@ -648,7 +648,7 @@ void main()
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if (col.a >= 30.5/31) discard;
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oColor = col;
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oAttr.b = uint(0);
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oAttr.b = 0;
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}
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)";
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@ -663,7 +663,7 @@ void main()
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if (col.a >= 30.5/31) discard;
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oColor = col;
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oAttr.b = uint(0);
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oAttr.b = 0;
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gl_FragDepth = fZ;
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}
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)";
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@ -115,67 +115,46 @@ void freeGLContext(uiGLContext* glctx)
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static void areaAllocRenderbuffer(uiGLContext* glctx)
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{
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_glGenRenderbuffers(4, &glctx->renderbuffer[0][0]);printf("ylarg0 %04X, %d %d\n", glGetError(), glctx->width, glctx->height);
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//glGenTextures(2, &glctx->renderbuffer[0]);
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_glGenFramebuffers(2, &glctx->framebuffer[0]);printf("ylarg1 %04X\n", glGetError());
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printf("FB %08X created under ctx %p (%p %p)\n", glctx?glctx->framebuffer[0]:0, gdk_gl_context_get_current(), glctx?glctx->gctx:NULL, glctx);
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/*glBindTexture(GL_TEXTURE_2D, glctx->renderbuffer[0]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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// TODO: create textures as a fallback if GL_RGB renderbuffer isn't supported?
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// they say GL implementations aren't required to support a GL_RGB renderbuffer
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// however, a GL_RGBA one would cause gdk_cairo_draw_from_gl() to fall back to glReadPixels()
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glBindTexture(GL_TEXTURE_2D, glctx->renderbuffer[1]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);*/
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_glGenRenderbuffers(4, &glctx->renderbuffer[0][0]);
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_glGenFramebuffers(2, &glctx->framebuffer[0]);
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_glBindRenderbuffer(GL_RENDERBUFFER, glctx->renderbuffer[0][0]);printf("ylarg1 %04X\n", glGetError());
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_glRenderbufferStorage(GL_RENDERBUFFER, GL_RGB, glctx->width*glctx->scale, glctx->height*glctx->scale);printf("ylarg1 %04X\n", glGetError());
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_glBindRenderbuffer(GL_RENDERBUFFER, glctx->renderbuffer[0][1]);printf("ylarg1 %04X\n", glGetError());
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_glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_STENCIL, glctx->width*glctx->scale, glctx->height*glctx->scale);printf("ylarg1 %04X\n", glGetError());
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_glBindFramebuffer(GL_FRAMEBUFFER, glctx->framebuffer[0]);printf("ylarg2 %04X\n", glGetError());
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/*_glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, glctx->renderbuffer[0], 0);
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_glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, glctx->renderbuffer[1], 0);*/
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_glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, glctx->renderbuffer[0][0]);printf("ylarg3 %04X\n", glGetError());
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_glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, glctx->renderbuffer[0][1]);printf("ylarg4 %04X\n", glGetError());
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//printf("ylarg: %08X, %04X, %08X %08X\n", glctx->framebuffer, glGetError(), glctx->renderbuffer[0], glctx->renderbuffer[1]);
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_glBindRenderbuffer(GL_RENDERBUFFER, glctx->renderbuffer[1][0]);printf("ylarg1 %04X\n", glGetError());
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_glRenderbufferStorage(GL_RENDERBUFFER, GL_RGB, glctx->width*glctx->scale, glctx->height*glctx->scale);printf("ylarg1 %04X\n", glGetError());
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_glBindRenderbuffer(GL_RENDERBUFFER, glctx->renderbuffer[1][1]);printf("ylarg1 %04X\n", glGetError());
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_glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_STENCIL, glctx->width*glctx->scale, glctx->height*glctx->scale);printf("ylarg1 %04X\n", glGetError());
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_glBindFramebuffer(GL_FRAMEBUFFER, glctx->framebuffer[1]);printf("ylarg2 %04X\n", glGetError());
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/*_glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, glctx->renderbuffer[0], 0);
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_glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, glctx->renderbuffer[1], 0);*/
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_glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, glctx->renderbuffer[1][0]);printf("ylarg3 %04X\n", glGetError());
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_glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, glctx->renderbuffer[1][1]);printf("ylarg4 %04X\n", glGetError());
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//printf("ylarg: %08X, %04X, %08X %08X\n", glctx->framebuffer, glGetError(), glctx->renderbuffer[0], glctx->renderbuffer[1]);
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if(_glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
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printf("FRAMEBUFFER IS BAD!! %04X\n", _glCheckFramebufferStatus(GL_FRAMEBUFFER));
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int alpha_size;
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_glBindRenderbuffer(GL_RENDERBUFFER, glctx->renderbuffer[0][0]);
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_glGetRenderbufferParameteriv (GL_RENDERBUFFER, GL_RENDERBUFFER_ALPHA_SIZE, &alpha_size);
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printf("FRAMEBUFFER GOOD. ALPHA SIZE IS %d\n", alpha_size);
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_glRenderbufferStorage(GL_RENDERBUFFER, GL_RGB, glctx->width*glctx->scale, glctx->height*glctx->scale);
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//_glBindRenderbuffer(GL_RENDERBUFFER, glctx->renderbuffer[0][1]);
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//_glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_STENCIL, glctx->width*glctx->scale, glctx->height*glctx->scale);
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_glBindFramebuffer(GL_FRAMEBUFFER, glctx->framebuffer[0]);
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_glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, glctx->renderbuffer[0][0]);
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_glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, glctx->renderbuffer[0][1]);
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_glBindRenderbuffer(GL_RENDERBUFFER, glctx->renderbuffer[1][0]);
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_glRenderbufferStorage(GL_RENDERBUFFER, GL_RGB, glctx->width*glctx->scale, glctx->height*glctx->scale);
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//_glBindRenderbuffer(GL_RENDERBUFFER, glctx->renderbuffer[1][1]);
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//_glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_STENCIL, glctx->width*glctx->scale, glctx->height*glctx->scale);
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_glBindFramebuffer(GL_FRAMEBUFFER, glctx->framebuffer[1]);
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_glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, glctx->renderbuffer[1][0]);
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_glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, glctx->renderbuffer[1][1]);
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//if (_glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
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// printf("FRAMEBUFFER IS BAD!! %04X\n", _glCheckFramebufferStatus(GL_FRAMEBUFFER));
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}
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static void areaRellocRenderbuffer(uiGLContext* glctx)
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{
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_glBindRenderbuffer(GL_RENDERBUFFER, glctx->renderbuffer[0][0]);
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_glRenderbufferStorage(GL_RENDERBUFFER, GL_RGB, glctx->width*glctx->scale, glctx->height*glctx->scale);
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_glBindRenderbuffer(GL_RENDERBUFFER, glctx->renderbuffer[0][1]);
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_glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_STENCIL, glctx->width*glctx->scale, glctx->height*glctx->scale);
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//_glBindRenderbuffer(GL_RENDERBUFFER, glctx->renderbuffer[0][1]);
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//_glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_STENCIL, glctx->width*glctx->scale, glctx->height*glctx->scale);
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_glBindRenderbuffer(GL_RENDERBUFFER, glctx->renderbuffer[1][0]);
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_glRenderbufferStorage(GL_RENDERBUFFER, GL_RGB, glctx->width*glctx->scale, glctx->height*glctx->scale);
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_glBindRenderbuffer(GL_RENDERBUFFER, glctx->renderbuffer[1][1]);
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_glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_STENCIL, glctx->width*glctx->scale, glctx->height*glctx->scale);
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//_glBindRenderbuffer(GL_RENDERBUFFER, glctx->renderbuffer[1][1]);
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//_glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_STENCIL, glctx->width*glctx->scale, glctx->height*glctx->scale);
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}
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void areaPreRedrawGL(uiGLContext* glctx)
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@ -194,12 +194,11 @@ bool GLScreen_InitShader(GLuint* shader, const char* fs)
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}
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bool GLScreen_Init()
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{printf("BEGINNING GL SHITO\n");
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{
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// TODO: consider using epoxy?
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if (!OpenGL_Init())
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return false;
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printf("GL INIT: %p, %p\n", glGenFramebuffers, glCreateShader);
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const GLubyte* renderer = glGetString(GL_RENDERER); // get renderer string
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const GLubyte* version = glGetString(GL_VERSION); // version as a string
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printf("OpenGL: renderer: %s\n", renderer);
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@ -211,7 +210,7 @@ bool GLScreen_Init()
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return false;
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memset(&GL_ShaderConfig, 0, sizeof(GL_ShaderConfig));
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printf("morp0\n");
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glGenBuffers(1, &GL_ShaderConfigUBO);
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glBindBuffer(GL_UNIFORM_BUFFER, GL_ShaderConfigUBO);
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glBufferData(GL_UNIFORM_BUFFER, sizeof(GL_ShaderConfig), &GL_ShaderConfig, GL_STATIC_DRAW);
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@ -220,14 +219,14 @@ printf("morp0\n");
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glGenBuffers(1, &GL_ScreenVertexBufferID);
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glBindBuffer(GL_ARRAY_BUFFER, GL_ScreenVertexBufferID);
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glBufferData(GL_ARRAY_BUFFER, sizeof(GL_ScreenVertices), NULL, GL_STATIC_DRAW);
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printf("morp1\n");
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glGenVertexArrays(1, &GL_ScreenVertexArrayID);
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glBindVertexArray(GL_ScreenVertexArrayID);
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glEnableVertexAttribArray(0); // position
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4*4, (void*)(0));
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glEnableVertexAttribArray(1); // texcoord
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4*4, (void*)(2*4));
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printf("morp2\n");
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glGenTextures(1, &GL_ScreenTexture);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, GL_ScreenTexture);
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@ -238,7 +237,7 @@ printf("morp2\n");
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8UI, 256*3 + 1, 192*2, 0, GL_RGBA_INTEGER, GL_UNSIGNED_BYTE, NULL);
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GL_ScreenSizeDirty = true;
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printf("morp3\n");
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return true;
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}
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@ -394,7 +393,7 @@ void GLScreen_DrawScreen()
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, uiGLGetFramebuffer(GLContext));
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glClearColor(0, 0, 1, 1);
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glClearColor(0, 0, 0, 1);
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glClear(GL_COLOR_BUFFER_BIT);
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int frontbuf = GPU::FrontBuffer;
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