mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-26 22:11:43 +00:00
- reactivate compatibility profile so that immediate mode drawing can be used on older hardware not supporting persistently mapped buffers.
- reactivate alpha testing per fixed function pipeline - use the 'modern' way to define clip planes (GL_CLIP_DISTANCE). This is far more portable than the old glClipPlane method and a lot more robust than checking this in the fragment shader.
This commit is contained in:
parent
6b9d6787d9
commit
eb9d2d9917
13 changed files with 110 additions and 48 deletions
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@ -136,24 +136,29 @@ FFlatVertexBuffer::~FFlatVertexBuffer()
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//
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//==========================================================================
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CVAR(Bool, gl_testbuffer, false, 0)
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CUSTOM_CVAR(Int, gl_rendermethod, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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{
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}
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void FFlatVertexBuffer::ImmRenderBuffer(unsigned int primtype, unsigned int offset, unsigned int count)
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{
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#if 0
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if (!gl_testbuffer) // todo: remove the immediate mode calls once the uniform array method has been tested.
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switch (gl_rendermethod)
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{
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case 0:
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#ifndef CORE_PROFILE
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if (!(gl.flags & RFL_COREPROFILE))
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{
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glBegin(primtype);
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for (unsigned int i = 0; i < count; i++)
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{
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glTexCoord2fv(&map[offset + i].u);
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glVertex3fv(&map[offset + i].x);
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glVertexAttrib2fv(VATTR_TEXCOORD, &map[offset + i].u);
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glVertexAttrib3fv(VATTR_VERTEX, &map[offset + i].x);
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}
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glEnd();
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break;
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}
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else
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#endif
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{
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case 1:
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if (count > 20)
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{
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int start = offset;
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@ -186,6 +191,14 @@ void FFlatVertexBuffer::ImmRenderBuffer(unsigned int primtype, unsigned int offs
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glUniform1fv(GLRenderer->mShaderManager->GetActiveShader()->fakevb_index, count * 5, &map[offset].x);
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glDrawArrays(primtype, 0, count);
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}
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break;
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case 2:
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// glBufferSubData
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case 3:
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// glMapBufferRange
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break;
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}
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}
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@ -149,7 +149,29 @@ bool FRenderState::ApplyShader()
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activeShader->muInterpolationFactor.Set(mInterpolationFactor);
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activeShader->muClipHeightTop.Set(mClipHeightTop);
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activeShader->muClipHeightBottom.Set(mClipHeightBottom);
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#ifndef CORE_PROFILE
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if (!(gl.flags & RFL_COREPROFILE))
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{
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if (mAlphaThreshold != glAlphaThreshold)
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{
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glAlphaThreshold = mAlphaThreshold;
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if (mAlphaThreshold < 0.f)
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{
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glDisable(GL_ALPHA_TEST);
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}
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else
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{
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glEnable(GL_ALPHA_TEST);
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glAlphaFunc(GL_GREATER, mAlphaThreshold);
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}
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}
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}
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else
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#endif
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{
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activeShader->muAlphaThreshold.Set(mAlphaThreshold);
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}
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if (mGlowEnabled)
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{
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@ -74,8 +74,10 @@ class FRenderState
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int mEffectState;
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int mColormapState;
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int glSrcBlend, glDstBlend;
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float glAlphaThreshold;
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bool glClipOn;
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int glSrcBlend, glDstBlend;
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bool glAlphaTest;
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int glBlendEquation;
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@ -286,8 +286,10 @@ bool GLPortal::Start(bool usestencil, bool doquery)
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}
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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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glDisable(GL_CLIP_DISTANCE0);
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glDisable(GL_CLIP_DISTANCE1);
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gl_RenderState.SetClipHeightBottom(-65536.f);
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gl_RenderState.SetClipHeightTop(65536.f);
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// save viewpoint
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savedviewx=viewx;
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@ -351,8 +353,10 @@ void GLPortal::End(bool usestencil)
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float f;
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planestack.Pop(f);
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gl_RenderState.SetClipHeightBottom(f);
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if (f > -65535.f) glEnable(GL_CLIP_DISTANCE0);
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planestack.Pop(f);
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gl_RenderState.SetClipHeightTop(f);
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if (f < 65535.f) glEnable(GL_CLIP_DISTANCE1);
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if (usestencil)
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{
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@ -790,15 +794,27 @@ void GLPlaneMirrorPortal::DrawContents()
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validcount++;
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float f = FIXED2FLOAT(planez);
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if (PlaneMirrorMode < 0) gl_RenderState.SetClipHeightTop(f); // ceiling mirror: clip everytihng with a z lower than the portal's ceiling
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else gl_RenderState.SetClipHeightBottom(f); // 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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ClearClipper();
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float f = FIXED2FLOAT(planez);
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if (PlaneMirrorMode < 0)
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{
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gl_RenderState.SetClipHeightTop(f); // ceiling mirror: clip everytihng with a z lower than the portal's ceiling
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glEnable(GL_CLIP_DISTANCE1);
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}
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else
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{
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gl_RenderState.SetClipHeightBottom(f); // floor mirror: clip everything with a z higher than the portal's floor
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glEnable(GL_CLIP_DISTANCE0);
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}
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GLRenderer->DrawScene();
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glDisable(GL_CLIP_DISTANCE0);
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glDisable(GL_CLIP_DISTANCE1);
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gl_RenderState.SetClipHeightBottom(-65536.f);
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gl_RenderState.SetClipHeightTop(65536.f);
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PlaneMirrorFlag--;
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PlaneMirrorMode=old_pm;
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}
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@ -186,14 +186,7 @@ void GLWall::RenderWall(int textured, unsigned int *store)
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if (!(textured & RWF_NORENDER))
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{
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// disable the clip plane if it isn't needed (which can be determined by a simple check.)
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float ct = gl_RenderState.GetClipHeightTop();
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float cb = gl_RenderState.GetClipHeightBottom();
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if (ztop[0] <= ct && ztop[1] <= ct) gl_RenderState.SetClipHeightTop(65536.f);
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if (zbottom[0] >= cb && zbottom[1] >= cb) gl_RenderState.SetClipHeightBottom(-65536.f);
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gl_RenderState.Apply();
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gl_RenderState.SetClipHeightTop(ct);
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gl_RenderState.SetClipHeightBottom(cb);
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}
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// the rest of the code is identical for textured rendering and lights
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@ -134,6 +134,7 @@ void gl_LoadExtensions()
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if (CheckExtension("GL_EXT_texture_compression_s3tc")) gl.flags|=RFL_TEXTURE_COMPRESSION_S3TC;
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if (CheckExtension("GL_ARB_buffer_storage")) gl.flags |= RFL_BUFFER_STORAGE;
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if (CheckExtension("GL_ARB_separate_shader_objects")) gl.flags |= RFL_SEPARATE_SHADER_OBJECTS;
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if (!CheckExtension("GL_ARB_compatibility")) gl.flags |= RFL_COREPROFILE;
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glGetIntegerv(GL_MAX_TEXTURE_SIZE,&gl.max_texturesize);
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@ -13,6 +13,7 @@ enum RenderFlags
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RFL_BUFFER_STORAGE = 8, // allows persistently mapped buffers, which are the only efficient way to actually use a dynamic vertex buffer. If this isn't present, a workaround with uniform arrays is used.
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RFL_SHADER_STORAGE_BUFFER = 16, // to be used later for a parameter buffer
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RFL_BASEINDEX = 32, // currently unused
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RFL_COREPROFILE = 64,
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};
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enum TexMode
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@ -63,7 +63,6 @@ private:
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bool bHasColorkey; // only for hires
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bool bExpand;
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float AlphaThreshold;
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unsigned char * LoadHiresTexture(FTexture *hirescheck, int *width, int *height, bool alphatexture);
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@ -17,6 +17,7 @@
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#include "i_system.h"
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#include "doomstat.h"
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#include "v_text.h"
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#include "m_argv.h"
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//#include "gl_defs.h"
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#include "gl/renderer/gl_renderer.h"
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@ -738,6 +739,13 @@ bool Win32GLVideo::InitHardware (HWND Window, int multisample)
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m_hRC = NULL;
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if (myWglCreateContextAttribsARB != NULL)
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{
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#ifndef CORE_PROFILE
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bool core = !!Args->CheckParm("-core");
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#else
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bool core = true;
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#endif
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if (core)
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{
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// let's try to get the best version possible.
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static int versions[] = { 44, 43, 42, 41, 40, 33, 32, -1 };
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@ -756,6 +764,20 @@ bool Win32GLVideo::InitHardware (HWND Window, int multisample)
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if (m_hRC != NULL) break;
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}
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}
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else
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{
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int ctxAttribs[] = {
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WGL_CONTEXT_MAJOR_VERSION_ARB, 3,
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WGL_CONTEXT_MINOR_VERSION_ARB, 0,
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WGL_CONTEXT_FLAGS_ARB, gl_debug ? WGL_CONTEXT_DEBUG_BIT_ARB : 0,
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WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB,
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0
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};
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m_hRC = myWglCreateContextAttribsARB(m_hDC, 0, ctxAttribs);
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}
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}
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if (m_hRC == 0)
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{
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// If we are unable to get a core context, let's try whatever the system gives us.
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@ -10,12 +10,6 @@ out vec4 FragColor;
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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 > 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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float fogfactor;
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@ -220,16 +220,10 @@ vec4 applyFog(vec4 frag, float fogfactor)
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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 > 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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#ifndef NO_DISCARD
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// alpha testing
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#ifdef CORE_PROFILE
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// alpha testing - only for the core profile, in compatibility mode we use the alpha test.
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if (frag.a <= uAlphaThreshold) discard;
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#endif
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@ -65,4 +65,6 @@ void main()
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#endif
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gl_Position = ProjectionMatrix * eyeCoordPos;
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gl_ClipDistance[0] = worldcoord.y - uClipHeightBottom;
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gl_ClipDistance[1] = uClipHeightTop - worldcoord.y;
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}
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@ -1,10 +1,13 @@
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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 int uTextureMode;
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uniform float uClipHeightTop, uClipHeightBottom;
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uniform int uTextureMode;
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#ifdef CORE_PROFILE
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uniform float uAlphaThreshold;
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#endif
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// colors
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uniform vec4 uObjectColor;
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