parent
3d77087320
commit
dc68842db4
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@ -76,6 +76,10 @@ PFNGLDRAWBUFFERSPROC glDrawBuffers;
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PFNGLBLENDFUNCSEPARATEIPROC glBlendFuncSeparatei;
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PFNGLBLENDEQUATIONSEPARATEIPROC glBlendEquationSeparatei;
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PFNGLCOLORMASKIPROC glColorMaski;
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PFNGLMEMORYBARRIERPROC glMemoryBarrier;
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PFNGLGETSTRINGIPROC glGetStringi;
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@ -111,7 +115,7 @@ 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 = uFogFlag;
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oAttr.g = 0;
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}
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)";
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@ -416,6 +420,7 @@ void main()
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if (col.a < 30.5/31) discard;
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oColor = col;
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oAttr.r = (fPolygonAttr.x >> 24) & 0x3F;
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}
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)";
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@ -429,6 +434,7 @@ void main()
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if (col.a < 30.5/31) discard;
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oColor = col;
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oAttr.r = (fPolygonAttr.x >> 24) & 0x3F;
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gl_FragDepth = fZ;
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}
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)";
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@ -460,21 +466,62 @@ void main()
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}
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)";
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const char* kRenderFS_ZS = R"(
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const char* kRenderFS_ZSM = R"(
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void main()
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{
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oColor = vec4(0,0,0,1);
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oAttr.g = 1;
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}
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)";
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const char* kRenderFS_WS = R"(
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const char* kRenderFS_WSM = R"(
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smooth in float fZ;
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void main()
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{
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oColor = vec4(0,0,0,1);
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oAttr.g = 1;
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gl_FragDepth = fZ;
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}
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)";
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const char* kRenderFS_ZS = R"(
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layout(binding=2) uniform usampler2D iAttrTex;
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//layout(origin_upper_left) in vec4 gl_FragCoord;
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void main()
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{
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vec4 col = FinalColor();
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if (col.a < 0.5/31) discard;
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if (col.a >= 30.5/31) discard;
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uvec4 iAttr = texelFetch(iAttrTex, ivec2(gl_FragCoord.xy), 0);
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if (iAttr.y != 1) discard;
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oColor = col;
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}
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)";
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const char* kRenderFS_WS = R"(
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layout(binding=2) uniform usampler2D iAttrTex;
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//layout(origin_upper_left) in vec4 gl_FragCoord;
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smooth in float fZ;
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void main()
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{
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vec4 col = FinalColor();
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if (col.a < 0.5/31) discard;
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if (col.a >= 30.5/31) discard;
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uvec4 iAttr = texelFetch(iAttrTex, ivec2(gl_FragCoord.xy), 0);
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if (iAttr.y != 1) discard;
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oColor = col;
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gl_FragDepth = fZ;
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}
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)";
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@ -485,6 +532,7 @@ enum
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RenderFlag_WBuffer = 0x01,
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RenderFlag_Trans = 0x02,
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RenderFlag_ShadowMask = 0x04,
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RenderFlag_Shadow = 0x08,
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};
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@ -586,6 +634,10 @@ bool InitGLExtensions()
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LOADPROC(GLBLENDFUNCSEPARATEI, glBlendFuncSeparatei);
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LOADPROC(GLBLENDEQUATIONSEPARATEI, glBlendEquationSeparatei);
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LOADPROC(GLCOLORMASKI, glColorMaski);
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LOADPROC(GLMEMORYBARRIER, glMemoryBarrier);
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LOADPROC(GLGETSTRINGI, glGetStringi);
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#undef LOADPROC
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@ -750,8 +802,12 @@ bool Init()
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if (!BuildRenderShader(RenderFlag_Trans | RenderFlag_WBuffer,
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kRenderVS_W, kRenderFS_WT)) return false;
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if (!BuildRenderShader(RenderFlag_ShadowMask,
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kRenderVS_Z, kRenderFS_ZS)) return false;
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kRenderVS_Z, kRenderFS_ZSM)) return false;
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if (!BuildRenderShader(RenderFlag_ShadowMask | RenderFlag_WBuffer,
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kRenderVS_W, kRenderFS_WSM)) return false;
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if (!BuildRenderShader(RenderFlag_Shadow,
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kRenderVS_Z, kRenderFS_ZS)) return false;
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if (!BuildRenderShader(RenderFlag_Shadow | RenderFlag_WBuffer,
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kRenderVS_W, kRenderFS_WS)) return false;
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@ -871,6 +927,9 @@ bool Init()
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB5_A1, 1024, 48, 0, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, NULL);
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_2D, FramebufferTex[2]); // opaque polyID / shadow bits
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return true;
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}
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@ -909,6 +968,8 @@ void SetupPolygon(RendererPolygon* rp, Polygon* polygon)
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{
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if (polygon->Translucent)
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{
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if (polygon->IsShadow) rp->RenderKey |= 0x20000;
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else rp->RenderKey |= 0x10000;
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rp->RenderKey |= (polygon->Attr >> 10) & 0x2; // bit11 - depth write
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rp->RenderKey |= (polygon->Attr & 0x3F000000) >> 16; // polygon ID
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}
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@ -918,6 +979,10 @@ void SetupPolygon(RendererPolygon* rp, Polygon* polygon)
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rp->RenderKey |= 0x2;
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}
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}
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else
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{
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rp->RenderKey |= 0x30000;
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}
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}
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void BuildPolygons(RendererPolygon* polygons, int npolys)
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@ -1029,6 +1094,8 @@ void RenderFrame()
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}
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glDisable(GL_BLEND);
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glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glColorMaski(1, GL_TRUE, GL_TRUE, GL_FALSE, GL_FALSE);
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// clear buffers
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// TODO: clear bitmap
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@ -1064,6 +1131,8 @@ void RenderFrame()
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glDrawArrays(GL_TRIANGLES, 0, 2*3);
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}
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glColorMaski(1, GL_TRUE, GL_FALSE, GL_FALSE, GL_FALSE);
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if (RenderNumPolygons)
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{
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// render shit here
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@ -1106,10 +1175,12 @@ void RenderFrame()
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u16* iptr;
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u32 curkey;
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bool lastwasshadow;
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bool lastwasshadow;bool darp;
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//printf("morp %08X\n", RenderClearAttr1);
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if (firsttrans > -1)
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{
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glColorMaski(1, GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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if (PolygonList[firsttrans].PolyData->IsShadow) printf("!! GLORG!!! %08X\n", PolygonList[firsttrans].PolyData->Attr);
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// pass 2: if needed, render translucent pixels that are against background pixels
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// when background alpha is zero, those need to be rendered with blending disabled
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@ -1166,11 +1237,12 @@ void RenderFrame()
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iptr = PolygonList[firsttrans].Indices;
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curkey = 0xFFFFFFFF;
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lastwasshadow = false;
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lastwasshadow = false; darp = false;
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for (int i = firsttrans; i < npolys; i++)
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{
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RendererPolygon* rp = &PolygonList[i];
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//printf("PASS 3 POLYGON %i: ATTR %08X (%d) | KEY %08X\n", i, rp->PolyData->Attr, (rp->PolyData->Attr>>4)&0x3, rp->RenderKey);
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if (rp->RenderKey != curkey)
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{
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u16* endptr = rp->Indices;
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@ -1184,28 +1256,57 @@ void RenderFrame()
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if (rp->PolyData->IsShadowMask)
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{
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if (!lastwasshadow)
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//printf("beginning shadowmask batch: %d, %d\n", lastwasshadow, darp);
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/*if (!lastwasshadow)
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{
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//glMemoryBarrier(GL_TEXTURE_FETCH_BARRIER_BIT);
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glDisable(GL_BLEND);
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UseRenderShader(flags | RenderFlag_ShadowMask);
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// shadow bits are set where the depth test fails
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// sure enough, if GL_LESS fails, the opposite function would pass
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glDepthFunc(GL_GEQUAL);
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//glStencilFunc(GL_ALWAYS, 0x80, 0x80);
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//glStencilOp(GL_REPLACE, GL_REPLACE, GL_KEEP);
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glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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glColorMaski(0, GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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glColorMaski(1, GL_FALSE, GL_TRUE, GL_FALSE, GL_FALSE);
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glDepthMask(GL_FALSE);
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lastwasshadow = true;
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}
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}*/
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glDisable(GL_BLEND);
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UseRenderShader(flags | RenderFlag_ShadowMask);
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glColorMaski(0, GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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glColorMaski(1, GL_FALSE, GL_TRUE, GL_FALSE, GL_FALSE);
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glDepthMask(GL_FALSE);
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glDepthFunc(GL_GEQUAL);
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glStencilFunc(GL_ALWAYS,0,0);
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glStencilOp(GL_KEEP,GL_KEEP,GL_KEEP);
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lastwasshadow=true;
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darp = false;
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}
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else
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{
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if (rp->PolyData->IsShadow) glMemoryBarrier(GL_TEXTURE_FETCH_BARRIER_BIT);
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//if (rp->PolyData->IsShadow) printf("beginning shadow batch: %d, %d\n", lastwasshadow, darp);
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if (rp->PolyData->IsShadow)
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UseRenderShader(flags | RenderFlag_Shadow);
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else
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UseRenderShader(flags | RenderFlag_Trans);
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if (lastwasshadow)
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{
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glEnable(GL_BLEND);
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UseRenderShader(flags | RenderFlag_Trans);
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glColorMaski(1, GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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lastwasshadow = false;
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}
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@ -1221,6 +1322,8 @@ void RenderFrame()
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if (polyattr & (1<<11)) glDepthMask(GL_TRUE);
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else glDepthMask(GL_FALSE);
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darp = rp->PolyData->IsShadow;
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}
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}
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}
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Loading…
Reference in New Issue