- 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.

This commit is contained in:
Christoph Oelckers 2014-07-13 13:25:42 +02:00
parent 60dc2e1122
commit 00fcf4bc06
8 changed files with 52 additions and 27 deletions

View file

@ -83,7 +83,8 @@ void FRenderState::Reset()
mColormapState = CM_DEFAULT;
mLightParms[3] = -1.f;
mSpecialEffect = EFF_NONE;
mClipHeight = 0.f;
mClipHeightTop = 65536.f;
mClipHeightBottom = -65536.f;
}
@ -145,7 +146,8 @@ bool FRenderState::ApplyShader()
activeShader->muObjectColor.Set(mObjectColor);
activeShader->muDynLightColor.Set(mDynColor.vec);
activeShader->muInterpolationFactor.Set(mInterpolationFactor);
activeShader->muClipHeight.Set(mClipHeight);
activeShader->muClipHeightTop.Set(mClipHeightTop);
activeShader->muClipHeightBottom.Set(mClipHeightBottom);
if (mGlowEnabled)
{

View file

@ -57,7 +57,7 @@ class FRenderState
int mBlendEquation;
bool m2D;
float mInterpolationFactor;
float mClipHeight;
float mClipHeightTop, mClipHeightBottom;
FVertexBuffer *mVertexBuffer, *mCurrentVertexBuffer;
FStateVec4 mColor;
@ -101,14 +101,24 @@ public:
mCurrentVertexBuffer = NULL;
}
void SetClipHeight(float clip)
void SetClipHeightTop(float clip)
{
mClipHeight = clip;
mClipHeightTop = clip;
}
float GetClipHeight()
float GetClipHeightTop()
{
return mClipHeight;
return mClipHeightTop;
}
void SetClipHeightBottom(float clip)
{
mClipHeightBottom = clip;
}
float GetClipHeightBottom()
{
return mClipHeightBottom;
}
void SetColor(float r, float g, float b, float a = 1.f, int desat = 0)

View file

@ -287,8 +287,10 @@ bool GLPortal::Start(bool usestencil, bool doquery)
glDisable(GL_DEPTH_TEST);
}
}
planestack.Push(gl_RenderState.GetClipHeight());
gl_RenderState.SetClipHeight(0.f);
planestack.Push(gl_RenderState.GetClipHeightTop());
planestack.Push(gl_RenderState.GetClipHeightBottom());
gl_RenderState.SetClipHeightTop(65536.f);
gl_RenderState.SetClipHeightBottom(-65536.f);
// save viewpoint
savedviewx=viewx;
@ -351,7 +353,9 @@ void GLPortal::End(bool usestencil)
float f;
planestack.Pop(f);
gl_RenderState.SetClipHeight(f);
gl_RenderState.SetClipHeightBottom(f);
planestack.Pop(f);
gl_RenderState.SetClipHeightTop(f);
if (usestencil)
{
@ -790,9 +794,9 @@ void GLPlaneMirrorPortal::DrawContents()
validcount++;
float f = FIXED2FLOAT(planez);
if (PlaneMirrorMode < 0) f -= 65536.f; // ceiling mirror: clip everytihng with a z lower than the portal's ceiling
else f += 65536.f; // floor mirror: clip everything with a z higher than the portal's floor
gl_RenderState.SetClipHeight(f);
// the coordinate fudging is needed because for some reason this is nowhere near precise and leaves gaps. Strange...
if (PlaneMirrorMode < 0) gl_RenderState.SetClipHeightTop(f+0.3f); // ceiling mirror: clip everytihng with a z lower than the portal's ceiling
else gl_RenderState.SetClipHeightBottom(f-0.3f); // floor mirror: clip everything with a z higher than the portal's floor
PlaneMirrorFlag++;
GLRenderer->SetupView(viewx, viewy, viewz, viewangle, !!(MirrorFlag&1), !!(PlaneMirrorFlag&1));

View file

@ -200,7 +200,8 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
muGlowTopPlane.Init(hShader, "uGlowTopPlane");
muFixedColormap.Init(hShader, "uFixedColormap");
muInterpolationFactor.Init(hShader, "uInterpolationFactor");
muClipHeight.Init(hShader, "uClipHeight");
muClipHeightTop.Init(hShader, "uClipHeightTop");
muClipHeightBottom.Init(hShader, "uClipHeightBottom");
timer_index = glGetUniformLocation(hShader, "timer");
lights_index = glGetUniformLocation(hShader, "lights");
@ -249,16 +250,18 @@ bool FShader::Bind()
//
//==========================================================================
FShader *FShaderManager::Compile (const char *ShaderName, const char *ShaderPath)
FShader *FShaderManager::Compile (const char *ShaderName, const char *ShaderPath, bool usediscard)
{
FString defines;
// this can't be in the shader code due to ATI strangeness.
const char *str = (gl.MaxLights() == 128)? "#define MAXLIGHTS128\n" : "";
if (gl.MaxLights() == 128) defines += "#define MAXLIGHTS128\n";
if (!usediscard) defines += "#define NO_DISCARD\n";
FShader *shader = NULL;
try
{
shader = new FShader(ShaderName);
if (!shader->Load(ShaderName, "shaders/glsl/main.vp", "shaders/glsl/main.fp", ShaderPath, str))
if (!shader->Load(ShaderName, "shaders/glsl/main.vp", "shaders/glsl/main.fp", ShaderPath, defines.GetChars()))
{
I_FatalError("Unable to load shader %s\n", ShaderName);
}
@ -352,11 +355,16 @@ FShaderManager::~FShaderManager()
void FShaderManager::CompileShaders()
{
mActiveShader = mEffectShaders[0] = mEffectShaders[1] = NULL;
mActiveShader = NULL;
for (int i = 0; i < MAX_EFFECTS; i++)
{
mEffectShaders[i] = NULL;
}
for(int i=0;defaultshaders[i].ShaderName != NULL;i++)
{
FShader *shc = Compile(defaultshaders[i].ShaderName, defaultshaders[i].gettexelfunc);
FShader *shc = Compile(defaultshaders[i].ShaderName, defaultshaders[i].gettexelfunc, true);
mTextureEffects.Push(shc);
}
@ -365,7 +373,7 @@ void FShaderManager::CompileShaders()
FString name = ExtractFileBase(usershaders[i]);
FName sfn = name;
FShader *shc = Compile(sfn, usershaders[i]);
FShader *shc = Compile(sfn, usershaders[i], true);
mTextureEffects.Push(shc);
}

View file

@ -193,7 +193,8 @@ class FShader
FUniform4f muGlowBottomPlane;
FUniform4f muGlowTopPlane;
FBufferedUniform1f muInterpolationFactor;
FBufferedUniform1f muClipHeight;
FBufferedUniform1f muClipHeightTop;
FBufferedUniform1f muClipHeightBottom;
int timer_index;
int lights_index;
@ -244,7 +245,7 @@ class FShaderManager
public:
FShaderManager();
~FShaderManager();
FShader *Compile(const char *ShaderName, const char *ShaderPath);
FShader *Compile(const char *ShaderName, const char *ShaderPath, bool usediscard);
int Find(const char *mame);
FShader *BindEffect(int effect);
void SetActiveShader(FShader *sh);

View file

@ -11,8 +11,8 @@ void main()
{
#ifndef NO_DISCARD
// clip plane emulation for plane reflections. These are always perfectly horizontal so a simple check of the pixelpos's y coordinate is sufficient.
if (pixelpos.y > uClipHeight + 65536.0) discard;
if (pixelpos.y < uClipHeight - 65536.0) discard;
if (pixelpos.y > uClipHeightTop) discard;
if (pixelpos.y < uClipHeightBottom) discard;
#endif
float fogdist;

View file

@ -218,8 +218,8 @@ void main()
{
#ifndef NO_DISCARD
// clip plane emulation for plane reflections. These are always perfectly horizontal so a simple check of the pixelpos's y coordinate is sufficient.
if (pixelpos.y > uClipHeight + 65536.0) discard;
if (pixelpos.y < uClipHeight - 65536.0) discard;
if (pixelpos.y > uClipHeightTop) discard;
if (pixelpos.y < uClipHeightBottom) discard;
#endif
vec4 frag = ProcessTexel();

View file

@ -1,7 +1,7 @@
// This file contains common data definitions for both vertex and fragment shader
uniform vec4 uCameraPos;
uniform float uClipHeight;
uniform float uClipHeightTop, uClipHeightBottom;
uniform int uTextureMode;