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Fix visibility in Polymer with r_usenewshading 4 and palette emulation off.
Move some visibility-related constants from Polymer "core" code elsewhere. Patch from Fox. git-svn-id: https://svn.eduke32.com/eduke32@6590 1a8010ca-5511-0410-912e-c29ae57300e0
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1e04f43240
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392d5fc942
3 changed files with 30 additions and 16 deletions
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@ -7950,9 +7950,13 @@ int32_t drawrooms(int32_t daposx, int32_t daposy, int32_t daposz,
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# ifdef POLYMER
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# ifdef POLYMER
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case REND_POLYMER:
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case REND_POLYMER:
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if (r_usenewshading == 4)
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if (r_usenewshading == 4)
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globalvisibility = g_visibility;
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globalvisibility = g_visibility<<5;
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else if (r_usenewshading > 1)
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/* 0.65127==150/230, another constant found out by experiment. :/
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* (150 is Polymost's old FOGDISTCONST.) */
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globalvisibility = (g_visibility<<2) * 150 / (230 * 35);
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else
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else
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globalvisibility = g_visibility<<2;
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globalvisibility = (g_visibility<<2) / 35;
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break;
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break;
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# endif
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# endif
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#endif
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#endif
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@ -326,11 +326,7 @@ static const _prprogrambit prprogrambits[PR_BIT_COUNT] = {
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"\n",
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"\n",
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// frag_prog
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// frag_prog
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// NOTE: the denominator was 1.024, but we increase it towards a bit
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" float shadeLookup = length(horizDistance) / 1.024 * visibility;\n"
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// farther far clipoff distance to account for the fact that the
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// distance to the fragment is the common Euclidean one, as opposed to
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// the "ortho" distance of Build.
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" float shadeLookup = length(horizDistance) / 1.07 * visibility;\n"
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" shadeLookup = shadeLookup + shadeOffset;\n"
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" shadeLookup = shadeLookup + shadeOffset;\n"
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"\n"
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"\n"
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" float colorIndex = texture2D(artMap, commonTexCoord.st).r * 256.0;\n"
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" float colorIndex = texture2D(artMap, commonTexCoord.st).r * 256.0;\n"
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@ -497,17 +493,15 @@ static const _prprogrambit prprogrambits[PR_BIT_COUNT] = {
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" float fragDepth;\n"
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" float fragDepth;\n"
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" float fogFactor;\n"
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" float fogFactor;\n"
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"\n"
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"\n"
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" fragDepth = gl_FragCoord.z / gl_FragCoord.w / 35.0;\n"
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" fragDepth = gl_FragCoord.z / gl_FragCoord.w;\n"
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#ifdef PR_LINEAR_FOG
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#ifdef PR_LINEAR_FOG
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" if (!linearFog) {\n"
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" if (!linearFog) {\n"
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#endif
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#endif
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" fragDepth *= fragDepth;\n"
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" fragDepth *= fragDepth;\n"
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" fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fragDepth * 1.442695);\n"
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" fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fragDepth * 1.442695);\n"
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#ifdef PR_LINEAR_FOG
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#ifdef PR_LINEAR_FOG
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/* 0.65127==150/230, another constant found out by experiment. :/
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* (150 is Polymost's old FOGDISTCONST.) */
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" } else {\n"
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" } else {\n"
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" fogFactor = gl_Fog.scale * (gl_Fog.end - fragDepth*0.65217);\n"
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" fogFactor = gl_Fog.scale * (gl_Fog.end - fragDepth);\n"
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" fogFactor = clamp(fogFactor, 0.0, 1.0);"
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" fogFactor = clamp(fogFactor, 0.0, 1.0);"
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" }\n"
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" }\n"
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#endif
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#endif
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@ -4970,7 +4964,7 @@ static _prbucket* polymer_getbuildmaterial(_prmaterial* material, int16_t tile
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}
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}
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material->shadeoffset = shade;
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material->shadeoffset = shade;
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material->visibility = ((uint8_t) (vis+16) / 16.0f);
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material->visibility = (uint8_t)(vis+16);
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// all the stuff below is mutually exclusive with artmapping
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// all the stuff below is mutually exclusive with artmapping
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goto done;
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goto done;
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@ -5265,9 +5259,25 @@ static int32_t polymer_bindmaterial(const _prmaterial *material, int16_t* l
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texunit++;
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texunit++;
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bglUniform1fARB(prprograms[programbits].uniform_shadeOffset, (GLfloat)material->shadeoffset);
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bglUniform1fARB(prprograms[programbits].uniform_shadeOffset, (GLfloat)material->shadeoffset);
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// the furthest visible point is the same as Polymost, however the fog in Polymer is a sphere insted of a plane
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if (r_usenewshading == 4)
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float const visfactor = r_usenewshading == 4 ? 1.f/512.f : 1.f/2048.f;
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{
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bglUniform1fARB(prprograms[programbits].uniform_visibility, globalvisibility * visfactor * material->visibility);
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// the fog in Polymer is a sphere insted of a plane, the furthest visible point should be the same as Polymost
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bglUniform1fARB(prprograms[programbits].uniform_visibility, globalvisibility / 262144.f * material->visibility);
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}
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else
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{
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static constexpr float material_visibility_divisor = 16.f;
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// NOTE: the denominator was 1.024, but we increase it towards a bit
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// farther far clipoff distance to account for the fact that the
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// distance to the fragment is the common Euclidean one, as opposed to
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// the "ortho" distance of Build.
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static constexpr float factor_new = 1.f / ((2048.f * (1.07f / 1.024f) * (150.f / 230.f) / 35.f) * material_visibility_divisor);
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static constexpr float factor_old = 1.f / ((2048.f * (1.07f / 1.024f) / 35.f) * material_visibility_divisor);
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bglUniform1fARB(prprograms[programbits].uniform_visibility, globalvisibility * material->visibility * r_usenewshading > 1 ? factor_new : factor_old);
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}
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}
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}
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// PR_BIT_DIFFUSE_MAP
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// PR_BIT_DIFFUSE_MAP
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@ -494,7 +494,7 @@ void calc_and_apply_fog(int32_t tile, int32_t shade, int32_t vis, int32_t pal)
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fogresult2 = -GL_FOG_MAX; // hide fog behind the camera
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fogresult2 = -GL_FOG_MAX; // hide fog behind the camera
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fogcol = fogtable[pal];
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fogcol = fogtable[pal];
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if (((uint8_t)(vis + 16)) > 0 && g_visibility > 0)
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if (((uint8_t)(vis + 16)) > 0 && globalvisibility > 0)
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{
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{
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GLfloat glfogconstant = 262144.f;
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GLfloat glfogconstant = 262144.f;
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GLfloat fogrange = (frealmaxshade * glfogconstant) / (((uint8_t)(vis + 16)) * globalvisibility);
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GLfloat fogrange = (frealmaxshade * glfogconstant) / (((uint8_t)(vis + 16)) * globalvisibility);
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