GLES: Palette mode now GLES2 compliant. Interpolation not yet working.

This commit is contained in:
Emile Belanger 2021-12-03 18:06:50 +00:00 committed by Christoph Oelckers
parent 9501215ef2
commit 5a8c57040f
2 changed files with 101 additions and 73 deletions

View file

@ -132,14 +132,23 @@ unsigned int FHardwareTexture::CreateTexture(unsigned char * buffer, int w, int
#if USE_GLES2
sourcetype = GL_BGRA;
texformat = GL_BGRA;
if (glTextureBytes == 1)
{
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
sourcetype = GL_ALPHA;
texformat = GL_ALPHA;
}
else
{
sourcetype = GL_BGRA;
texformat = GL_BGRA;
}
#else
if (glTextureBytes == 1)
{
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
sourcetype = GL_RED;
texformat = GL_R8;
texformat = GL_RED;
}
else
{
@ -150,6 +159,16 @@ unsigned int FHardwareTexture::CreateTexture(unsigned char * buffer, int w, int
glTexImage2D(GL_TEXTURE_2D, 0, texformat, rw, rh, 0, sourcetype, GL_UNSIGNED_BYTE, buffer);
#if !(USE_GLES2)
// The shader is using the alpha channel instead of red, this work on GLES but not on GL
// So the texture uses GL_RED and this swizzels the red channel into the alpha channel
if (glTextureBytes == 1)
{
GLint swizzleMask[] = { GL_ZERO, GL_ZERO, GL_ZERO, GL_RED };
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
#endif
if (deletebuffer && buffer) free(buffer);
if (mipmap && TexFilter[gl_texture_filter].mipmapping)

View file

@ -1,70 +1,79 @@
const int RF_ShadeInterpolate = 64;
vec4 ProcessTexel()
{
float fullbright = 0.0;
vec4 color;
float coordX = vTexCoord.x;
float coordY = vTexCoord.y;
vec2 newCoord;
// z is the depth in view space, positive going into the screen
float z = abs(pixelpos.w);
#ifdef NPOT_EMULATION
// Coordinate adjustment for NPOT textures. It is somehow fitting that Build games exploited this texture wrapping quirk of the software rendering engine...
#if (DEF_NPOT_EMULATION == 1)
{
float period = floor(coordY / uNpotEmulation.y);
coordX += uNpotEmulation.x * floor(mod(coordY, uNpotEmulation.y));
coordY = period + mod(coordY, uNpotEmulation.y);
}
#endif
#endif
newCoord = vec2(coordX, coordY);
color = texture(tex, newCoord);
#if ((DEF_BLEND_FLAGS & 16384) != 0)
float visibility = max(uGlobVis * uLightFactor * z - 0.5, 0.0);
#else
float visibility = max(uGlobVis * uLightFactor * z, 0.0);
#endif
float numShades = float(uPalLightLevels & 255);
float shade = (1.0 - uLightLevel) * (numShades);
shade = clamp((shade + visibility), 0.0, numShades - 1.0);
int palindex = int(color.r * 255.0 + 0.1); // The 0.1 is for roundoff error compensation.
int shadeindex = int(floor(shade));
float colorIndexF = texelFetch(texture3, ivec2(palindex, shadeindex), 0).r;
int colorIndex = int(colorIndexF * 255.0 + 0.1); // The 0.1 is for roundoff error compensation.
vec4 palettedColor = texelFetch(texture2, ivec2(colorIndex, 0), 0);
#if ((DEF_BLEND_FLAGS & 16384) != 0)
{
// Get the next shaded palette index for interpolation
colorIndexF = texelFetch(texture3, ivec2(palindex, shadeindex+1), 0).r;
colorIndex = int(colorIndexF * 255.0 + 0.1); // The 0.1 is for roundoff error compensation.
vec4 palettedColorNext = texelFetch(texture2, ivec2(colorIndex, 0), 0);
float shadeFrac = mod(shade, 1.0);
palettedColor.rgb = mix(palettedColor.rgb, palettedColorNext.rgb, shadeFrac);
}
#endif
//palettedColor.a = color.r == 0.0? 0.0 : 1.0;// 1.0-floor(color.r);
// Replaces above line without branch
palettedColor.a = floor(color.r + 0.999);
color = palettedColor;
//if (color.a < uAlphaThreshold) discard; // it's only here that we have the alpha value available to be able to perform the alpha test.
// This replaces the above line to avoid the branch and the discard.. Seems to look the same but could be unforeseen issues.
float alpha = step(uAlphaThreshold, color.a);
return vec4(color.rgb, alpha);
}
const int RF_ShadeInterpolate = 64;
vec4 ProcessTexel()
{
float fullbright = 0.0;
vec4 color;
float coordX = vTexCoord.x;
float coordY = vTexCoord.y;
vec2 newCoord;
// z is the depth in view space, positive going into the screen
float z = abs(pixelpos.w);
#ifdef NPOT_EMULATION
// Coordinate adjustment for NPOT textures. It is somehow fitting that Build games exploited this texture wrapping quirk of the software rendering engine...
#if (DEF_NPOT_EMULATION == 1)
float period = floor(coordY / uNpotEmulation.y);
coordX += uNpotEmulation.x * floor(mod(coordY, uNpotEmulation.y));
coordY = period + mod(coordY, uNpotEmulation.y);
#endif
#endif
newCoord = vec2(coordX, coordY);
color = texture2D(tex, newCoord);
#if 0 // Disable Interpolation for now
#if ((DEF_BLEND_FLAGS & 16384) != 0)
float visibility = max(uGlobVis * uLightFactor * z - 0.5, 0.0);
#else
float visibility = max(uGlobVis * uLightFactor * z, 0.0);
#endif
#else
float visibility = max(uGlobVis * uLightFactor * z, 0.0);
#endif
float numShades = float(uPalLightLevels);
float shade = (1.0 - uLightLevel) * (numShades);
shade = clamp((shade + visibility), 0.0, numShades - 1.0);
float comp = (1.0 / 256.0) / 2.0; // Half way through a pixel on 256 sized image
float palindex = color.a + comp;
float shadeindex = (shade / (numShades)) + comp;
float colorIndexF = texture2D(texture3, vec2(palindex, shadeindex)).a;
vec4 palettedColor = texture2D(texture2, vec2(colorIndexF + comp, 0.5));
#if 0 // Disable Interpolation for now
#if ((DEF_BLEND_FLAGS & 16384) != 0)
// Get the next shaded palette index for interpolation
colorIndexF = texelFetch(texture3, ivec2(palindex, shadeindex+1), 0).a;
colorIndex = int(colorIndexF * 255.0 + 0.1); // The 0.1 is for roundoff error compensation.
vec4 palettedColorNext = texelFetch(texture2, ivec2(colorIndex, 0), 0);
float shadeFrac = mod(shade, 1.0);
palettedColor.rgb = mix(palettedColor.rgb, palettedColorNext.rgb, shadeFrac);
#endif
#endif
//palettedColor.a = color.a == 0.0? 0.0 : 1.0;
// Replaces above line without branch
palettedColor.a = floor(color.a + 0.999);
color = palettedColor;
//if (color.a < uAlphaThreshold) discard; // it's only here that we have the alpha value available to be able to perform the alpha test.
// This replaces the above line to avoid the branch and the discard.. Seems to look the same but could be unforeseen issues.
float alpha = step(uAlphaThreshold, color.a);
return vec4(color.rgb, alpha);
}