mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-25 03:00:46 +00:00
- use a non-0 depth bias for sprites.
Hopefully this helps fixing the z-fighting issue with wall sprites in some Blood maps.
This commit is contained in:
parent
1479e1feae
commit
215cb14401
4 changed files with 46 additions and 1 deletions
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@ -7646,6 +7646,7 @@ killsprite:
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GLInterface.EnableBlend(false);
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GLInterface.EnableBlend(false);
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GLInterface.EnableAlphaTest(true);
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GLInterface.EnableAlphaTest(true);
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GLInterface.SetClamp(1+2);
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GLInterface.SetClamp(1+2);
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GLInterface.SetDepthBias(-2, -256);
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if (spritesortcnt < numSprites)
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if (spritesortcnt < numSprites)
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{
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{
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@ -7714,7 +7715,7 @@ killsprite:
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GLInterface.EnableBlend(true);
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GLInterface.EnableBlend(true);
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GLInterface.EnableAlphaTest(true);
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GLInterface.EnableAlphaTest(true);
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GLInterface.SetDepthMask(false);
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GLInterface.SetDepthMask(false);
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}
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}
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#endif
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#endif
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vec2f_t pos;
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vec2f_t pos;
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@ -7855,6 +7856,7 @@ killsprite:
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{
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{
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GLInterface.SetDepthMask(true);
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GLInterface.SetDepthMask(true);
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GLInterface.SetClamp(0);
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GLInterface.SetClamp(0);
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GLInterface.SetDepthBias(0, 0);
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}
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}
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#endif
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#endif
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@ -55,6 +55,21 @@ enum PRSFlags
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};
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};
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struct FDepthBiasState
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{
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float mFactor;
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float mUnits;
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bool mChanged;
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void Reset()
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{
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mFactor = 0;
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mUnits = 0;
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mChanged = false;
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}
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};
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struct PolymostRenderState
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struct PolymostRenderState
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{
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{
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int vindex, vcount, primtype;
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int vindex, vcount, primtype;
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@ -72,6 +87,7 @@ struct PolymostRenderState
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short matrixIndex[NUMMATRICES] = { 0,0,0,0,0 };
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short matrixIndex[NUMMATRICES] = { 0,0,0,0,0 };
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PalEntry fullscreenTint = 0xffffff, hictint = 0xffffff, hictint_overlay = 0xffffff;
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PalEntry fullscreenTint = 0xffffff, hictint = 0xffffff, hictint_overlay = 0xffffff;
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int hictint_flags = -1;
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int hictint_flags = -1;
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FDepthBiasState mBias{ };
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int StateFlags = STF_COLORMASK|STF_DEPTHMASK;
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int StateFlags = STF_COLORMASK|STF_DEPTHMASK;
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FRenderStyle Style{};
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FRenderStyle Style{};
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@ -428,6 +428,19 @@ void PolymostRenderState::Apply(PolymostShader* shader, GLState &oldState)
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else
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else
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glDisable(GL_SCISSOR_TEST);
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glDisable(GL_SCISSOR_TEST);
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}
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}
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if (mBias.mChanged)
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{
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if (mBias.mFactor == 0 && mBias.mUnits == 0)
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{
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glDisable(GL_POLYGON_OFFSET_FILL);
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}
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else
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{
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glEnable(GL_POLYGON_OFFSET_FILL);
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}
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glPolygonOffset(mBias.mFactor, mBias.mUnits);
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mBias.mChanged = false;
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}
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StateFlags &= ~(STF_CLEARCOLOR | STF_CLEARDEPTH | STF_VIEWPORTSET | STF_SCISSORSET);
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StateFlags &= ~(STF_CLEARCOLOR | STF_CLEARDEPTH | STF_VIEWPORTSET | STF_SCISSORSET);
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oldState.Flags = StateFlags;
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oldState.Flags = StateFlags;
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@ -225,6 +225,20 @@ public:
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void ReadPixels(int w, int h, uint8_t* buffer);
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void ReadPixels(int w, int h, uint8_t* buffer);
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void SetDepthBias(float a, float b)
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{
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renderState.mBias.mFactor = a;
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renderState.mBias.mUnits = b;
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renderState.mBias.mChanged = true;
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}
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void ClearDepthBias()
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{
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renderState.mBias.mFactor = 0;
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renderState.mBias.mUnits = 0;
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renderState.mBias.mChanged = true;
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}
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void SetPaletteData(int index, const uint8_t* data)
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void SetPaletteData(int index, const uint8_t* data)
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{
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{
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palmanager.SetPalette(index, data);
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palmanager.SetPalette(index, data);
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