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https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-25 05:31:00 +00:00
- for some reason using world coordinates for clipping in the shader is somewhat imprecise so the clip plane heights have to be adjusted a bit for it.
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60dc2e1122
commit
00fcf4bc06
8 changed files with 52 additions and 27 deletions
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@ -83,7 +83,8 @@ void FRenderState::Reset()
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mColormapState = CM_DEFAULT;
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mLightParms[3] = -1.f;
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mSpecialEffect = EFF_NONE;
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mClipHeight = 0.f;
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mClipHeightTop = 65536.f;
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mClipHeightBottom = -65536.f;
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}
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@ -145,7 +146,8 @@ bool FRenderState::ApplyShader()
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activeShader->muObjectColor.Set(mObjectColor);
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activeShader->muDynLightColor.Set(mDynColor.vec);
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activeShader->muInterpolationFactor.Set(mInterpolationFactor);
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activeShader->muClipHeight.Set(mClipHeight);
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activeShader->muClipHeightTop.Set(mClipHeightTop);
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activeShader->muClipHeightBottom.Set(mClipHeightBottom);
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if (mGlowEnabled)
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{
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@ -57,7 +57,7 @@ class FRenderState
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int mBlendEquation;
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bool m2D;
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float mInterpolationFactor;
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float mClipHeight;
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float mClipHeightTop, mClipHeightBottom;
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FVertexBuffer *mVertexBuffer, *mCurrentVertexBuffer;
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FStateVec4 mColor;
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@ -101,14 +101,24 @@ public:
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mCurrentVertexBuffer = NULL;
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}
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void SetClipHeight(float clip)
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void SetClipHeightTop(float clip)
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{
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mClipHeight = clip;
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mClipHeightTop = clip;
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}
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float GetClipHeight()
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float GetClipHeightTop()
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{
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return mClipHeight;
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return mClipHeightTop;
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}
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void SetClipHeightBottom(float clip)
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{
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mClipHeightBottom = clip;
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}
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float GetClipHeightBottom()
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{
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return mClipHeightBottom;
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}
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void SetColor(float r, float g, float b, float a = 1.f, int desat = 0)
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@ -287,8 +287,10 @@ bool GLPortal::Start(bool usestencil, bool doquery)
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glDisable(GL_DEPTH_TEST);
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}
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}
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planestack.Push(gl_RenderState.GetClipHeight());
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gl_RenderState.SetClipHeight(0.f);
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planestack.Push(gl_RenderState.GetClipHeightTop());
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planestack.Push(gl_RenderState.GetClipHeightBottom());
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gl_RenderState.SetClipHeightTop(65536.f);
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gl_RenderState.SetClipHeightBottom(-65536.f);
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// save viewpoint
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savedviewx=viewx;
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@ -351,7 +353,9 @@ void GLPortal::End(bool usestencil)
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float f;
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planestack.Pop(f);
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gl_RenderState.SetClipHeight(f);
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gl_RenderState.SetClipHeightBottom(f);
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planestack.Pop(f);
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gl_RenderState.SetClipHeightTop(f);
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if (usestencil)
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{
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@ -790,9 +794,9 @@ void GLPlaneMirrorPortal::DrawContents()
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validcount++;
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float f = FIXED2FLOAT(planez);
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if (PlaneMirrorMode < 0) f -= 65536.f; // ceiling mirror: clip everytihng with a z lower than the portal's ceiling
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else f += 65536.f; // floor mirror: clip everything with a z higher than the portal's floor
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gl_RenderState.SetClipHeight(f);
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// the coordinate fudging is needed because for some reason this is nowhere near precise and leaves gaps. Strange...
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if (PlaneMirrorMode < 0) gl_RenderState.SetClipHeightTop(f+0.3f); // ceiling mirror: clip everytihng with a z lower than the portal's ceiling
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else gl_RenderState.SetClipHeightBottom(f-0.3f); // floor mirror: clip everything with a z higher than the portal's floor
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PlaneMirrorFlag++;
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GLRenderer->SetupView(viewx, viewy, viewz, viewangle, !!(MirrorFlag&1), !!(PlaneMirrorFlag&1));
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@ -200,7 +200,8 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
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muGlowTopPlane.Init(hShader, "uGlowTopPlane");
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muFixedColormap.Init(hShader, "uFixedColormap");
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muInterpolationFactor.Init(hShader, "uInterpolationFactor");
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muClipHeight.Init(hShader, "uClipHeight");
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muClipHeightTop.Init(hShader, "uClipHeightTop");
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muClipHeightBottom.Init(hShader, "uClipHeightBottom");
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timer_index = glGetUniformLocation(hShader, "timer");
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lights_index = glGetUniformLocation(hShader, "lights");
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@ -249,16 +250,18 @@ bool FShader::Bind()
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//
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//==========================================================================
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FShader *FShaderManager::Compile (const char *ShaderName, const char *ShaderPath)
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FShader *FShaderManager::Compile (const char *ShaderName, const char *ShaderPath, bool usediscard)
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{
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FString defines;
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// this can't be in the shader code due to ATI strangeness.
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const char *str = (gl.MaxLights() == 128)? "#define MAXLIGHTS128\n" : "";
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if (gl.MaxLights() == 128) defines += "#define MAXLIGHTS128\n";
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if (!usediscard) defines += "#define NO_DISCARD\n";
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FShader *shader = NULL;
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try
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{
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shader = new FShader(ShaderName);
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if (!shader->Load(ShaderName, "shaders/glsl/main.vp", "shaders/glsl/main.fp", ShaderPath, str))
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if (!shader->Load(ShaderName, "shaders/glsl/main.vp", "shaders/glsl/main.fp", ShaderPath, defines.GetChars()))
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{
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I_FatalError("Unable to load shader %s\n", ShaderName);
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}
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@ -352,11 +355,16 @@ FShaderManager::~FShaderManager()
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void FShaderManager::CompileShaders()
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{
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mActiveShader = mEffectShaders[0] = mEffectShaders[1] = NULL;
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mActiveShader = NULL;
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for (int i = 0; i < MAX_EFFECTS; i++)
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{
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mEffectShaders[i] = NULL;
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}
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for(int i=0;defaultshaders[i].ShaderName != NULL;i++)
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{
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FShader *shc = Compile(defaultshaders[i].ShaderName, defaultshaders[i].gettexelfunc);
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FShader *shc = Compile(defaultshaders[i].ShaderName, defaultshaders[i].gettexelfunc, true);
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mTextureEffects.Push(shc);
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}
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@ -365,7 +373,7 @@ void FShaderManager::CompileShaders()
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FString name = ExtractFileBase(usershaders[i]);
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FName sfn = name;
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FShader *shc = Compile(sfn, usershaders[i]);
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FShader *shc = Compile(sfn, usershaders[i], true);
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mTextureEffects.Push(shc);
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}
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@ -193,7 +193,8 @@ class FShader
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FUniform4f muGlowBottomPlane;
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FUniform4f muGlowTopPlane;
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FBufferedUniform1f muInterpolationFactor;
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FBufferedUniform1f muClipHeight;
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FBufferedUniform1f muClipHeightTop;
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FBufferedUniform1f muClipHeightBottom;
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int timer_index;
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int lights_index;
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@ -244,7 +245,7 @@ class FShaderManager
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public:
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FShaderManager();
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~FShaderManager();
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FShader *Compile(const char *ShaderName, const char *ShaderPath);
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FShader *Compile(const char *ShaderName, const char *ShaderPath, bool usediscard);
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int Find(const char *mame);
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FShader *BindEffect(int effect);
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void SetActiveShader(FShader *sh);
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@ -11,8 +11,8 @@ void main()
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{
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#ifndef NO_DISCARD
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// clip plane emulation for plane reflections. These are always perfectly horizontal so a simple check of the pixelpos's y coordinate is sufficient.
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if (pixelpos.y > uClipHeight + 65536.0) discard;
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if (pixelpos.y < uClipHeight - 65536.0) discard;
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if (pixelpos.y > uClipHeightTop) discard;
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if (pixelpos.y < uClipHeightBottom) discard;
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#endif
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float fogdist;
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@ -218,8 +218,8 @@ void main()
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{
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#ifndef NO_DISCARD
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// clip plane emulation for plane reflections. These are always perfectly horizontal so a simple check of the pixelpos's y coordinate is sufficient.
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if (pixelpos.y > uClipHeight + 65536.0) discard;
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if (pixelpos.y < uClipHeight - 65536.0) discard;
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if (pixelpos.y > uClipHeightTop) discard;
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if (pixelpos.y < uClipHeightBottom) discard;
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#endif
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vec4 frag = ProcessTexel();
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@ -1,7 +1,7 @@
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// This file contains common data definitions for both vertex and fragment shader
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uniform vec4 uCameraPos;
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uniform float uClipHeight;
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uniform float uClipHeightTop, uClipHeightBottom;
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uniform int uTextureMode;
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