mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-24 10:40:46 +00:00
Second draft of depth peeling code. It should be in a usable state, although still slow as hell.
git-svn-id: https://svn.eduke32.com/eduke32@446 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
parent
8a3ca3dbc4
commit
5a7cceb19d
11 changed files with 302 additions and 323 deletions
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@ -41,6 +41,11 @@ struct glinfo {
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char texnpot;
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char multisample;
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char nvmultisamplehint;
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char arbfp;
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char depthtex;
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char shadow;
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char fbos;
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char rect;
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};
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extern struct glinfo glinfo;
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#endif
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@ -490,6 +490,8 @@ extern long glusetexcache, glusetexcachecompression;
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extern long glmultisample, glnvmultisamplehint;
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extern long glwidescreen, glprojectionhacks;
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void gltexapplyprops (void);
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extern long r_depthpeeling, r_peelscount;
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#endif
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void hicinit(void);
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@ -30,6 +30,14 @@
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# define APIENTRY
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#endif
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// those defines are somehow missing from glext.h
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#define GL_FRAMEBUFFER_EXT 0x8D40
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#define GL_COLOR_ATTACHMENT0_EXT 0x8CE0
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#define GL_DEPTH_ATTACHMENT_EXT 0x8D00
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#define GL_FRAMEBUFFER_COMPLETE_EXT 0x8CD5
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#define GL_TEXTURE_RECTANGLE 0x84F5
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extern void (APIENTRY * bglClearColor)( GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha );
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extern void (APIENTRY * bglClear)( GLbitfield mask );
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extern void (APIENTRY * bglColorMask)( GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha );
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@ -132,10 +140,18 @@ extern void (APIENTRY * bglStencilFunc)(GLenum func, GLint ref, GLuint mask);
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extern void (APIENTRY * bglGenProgramsARB)(GLsizei, GLuint *);
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extern void (APIENTRY * bglBindProgramARB)(GLenum, GLuint);
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extern void (APIENTRY * bglProgramStringARB)(GLenum, GLenum, GLsizei, const GLvoid *);
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extern void (APIENTRY * bglDeleteProgramsARB)(GLsizei n, const GLuint *programs);
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// Multitexturing
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extern void (APIENTRY * bglActiveTextureARB)(GLenum texture);
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// Frame Buffer Objects
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extern void (APIENTRY * bglGenFramebuffersEXT)(GLsizei n, GLuint *framebuffers);
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extern void (APIENTRY * bglBindFramebufferEXT)(GLenum target, GLuint framebuffer);
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extern void (APIENTRY * bglFramebufferTexture2DEXT)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
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extern GLenum (APIENTRY * bglCheckFramebufferStatusEXT)(GLenum target);
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extern void (APIENTRY * bglDeleteFramebuffersEXT)(GLsizei n, const GLuint *framebuffers);
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#ifdef RENDERTYPEWIN
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// Windows
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extern HGLRC (WINAPI * bwglCreateContext)(HDC);
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@ -21,6 +21,11 @@ struct glinfo glinfo = {
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0, // non-power-of-two textures
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0, // multisampling
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0, // nvidia multisampling hint
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0, // ARBfp
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0, // depth textures
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0, // shadow comparison
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0, // Frame Buffer Objects
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0, // rectangle textures
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};
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#endif
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@ -89,6 +94,11 @@ static int osdcmd_glinfo(const osdfuncparm_t *parm)
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" Clamp-to-edge: %s\n"
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" Multisampling: %s\n"
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" Nvidia multisample hint: %s\n"
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" ARBfp fragment programs: %s\n"
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" Depth textures: %s\n"
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" Shadow textures: %s\n"
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" Frame Buffer Objects: %s\n"
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" Rectangle textures: %s\n"
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" Extensions:\n",
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glinfo.version,
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glinfo.vendor,
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@ -99,7 +109,12 @@ static int osdcmd_glinfo(const osdfuncparm_t *parm)
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glinfo.texcompr ? "supported": "not supported",
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glinfo.clamptoedge ? "supported": "not supported",
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glinfo.multisample ? "supported": "not supported",
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glinfo.nvmultisamplehint ? "supported": "not supported"
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glinfo.nvmultisamplehint ? "supported": "not supported",
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glinfo.arbfp ? "supported": "not supported",
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glinfo.depthtex ? "supported": "not supported",
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glinfo.shadow ? "supported": "not supported",
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glinfo.fbos ? "supported": "not supported",
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glinfo.rect ? "supported": "not supported"
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);
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s = Bstrdup(glinfo.extensions);
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@ -3130,7 +3130,6 @@ if (!davoxptr && i > 0) { davoxptr = (char *)voxoff[daindex][0]; i = 0; }
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}
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#endif
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//
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// drawsprite (internal)
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//
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@ -5740,7 +5739,9 @@ void drawrooms(long daposx, long daposy, long daposz,
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}
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//============================================================================= //POLYMOST BEGINS
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polymost_drawrooms(); if (rendmode) { return; }
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polymost_drawrooms();
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if (rendmode)
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return;
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#endif
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//============================================================================= //POLYMOST ENDS
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@ -5951,9 +5952,10 @@ int sameside(_equation* eq, _point2d* p1, _point2d* p2)
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return (0);
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}
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#ifdef USE_OPENGL
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void drawpeel(int peel)
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{
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bglBindTexture(GL_TEXTURE_RECTANGLE_NV, peels[peel]);
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bglBindTexture(GL_TEXTURE_RECTANGLE, peels[peel]);
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bglBegin(GL_QUADS);
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bglTexCoord2f(0.0f, 0.0f);
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bglVertex2f(-1.0f, -1.0f);
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@ -5965,6 +5967,7 @@ void drawpeel(int peel)
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bglVertex2f(-1.0f, 1.0f);
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bglEnd();
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}
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#endif
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//
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// drawmasks
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@ -6002,8 +6005,11 @@ killsprite:
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spritesy[i] = yp;
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}
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if (!usegoodalpha)
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#ifdef USE_OPENGL
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if ((!r_depthpeeling) || (rendmode < 3))
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#endif
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{
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gap = 1; while (gap < spritesortcnt) gap = (gap<<1)+1;
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for (gap>>=1;gap>0;gap>>=1) //Sort sprite list
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for (i=0;i<spritesortcnt-gap;i++)
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@ -6059,11 +6065,6 @@ if (!usegoodalpha)
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}
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}
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if (usegoodalpha)
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{
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bglNewList(1, GL_COMPILE);
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peelcompiling = 1;
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}
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begindrawing(); //{{{
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/*for(i=spritesortcnt-1;i>=0;i--)
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@ -6083,206 +6084,13 @@ if (!usegoodalpha)
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drawline256(xs+65536,ys-65536,xs-65536,ys+65536,31);
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}*/
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if (!usegoodalpha)
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{
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{ // Removing previous sorting code
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#ifdef POLYMOST
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//Hack to make it draw all opaque quads first. This should reduce the chances of
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//bad sorting causing transparent quads knocking out opaque quads behind it.
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//
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//Need to store alpha flag with all textures before this works right!
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if (rendmode == 3)
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{
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for (i=spritesortcnt-1;i>=0;i--)
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if ((!(tspriteptr[i]->cstat&2))
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#ifdef USE_OPENGL
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&& (!gltexmayhavealpha(tspriteptr[i]->picnum,tspriteptr[i]->pal))
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if ((!r_depthpeeling) || (rendmode < 3))
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#endif
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)
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{ drawsprite(i); tspriteptr[i] = 0; } //draw only if it is fully opaque
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for (i=j=0;i<spritesortcnt;i++)
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{
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if (!tspriteptr[i]) continue;
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tspriteptr[j] = tspriteptr[i];
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spritesx[j] = spritesx[i];
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spritesy[j] = spritesy[i]; j++;
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}
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spritesortcnt = j;
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for (i=maskwallcnt-1;i>=0;i--)
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{
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k = thewall[maskwall[i]];
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if ((!(wall[k].cstat&128))
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#ifdef USE_OPENGL
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&& (!gltexmayhavealpha(wall[k].overpicnum,wall[k].pal))
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#endif
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)
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{ drawmaskwall(i); maskwall[i] = -1; } //draw only if it is fully opaque
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}
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for (i=j=0;i<maskwallcnt;i++)
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{
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if (maskwall[i] < 0) continue;
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maskwall[j++] = maskwall[i];
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}
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maskwallcnt = j;
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}
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#endif
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while ((spritesortcnt > 0) && (maskwallcnt > 0)) //While BOTH > 0
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{
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j = maskwall[maskwallcnt-1];
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if (spritewallfront(tspriteptr[spritesortcnt-1],(long)thewall[j]) == 0)
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drawsprite(--spritesortcnt);
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else
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{
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//Check to see if any sprites behind the masked wall...
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k = -1;
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gap = 0;
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for (i=spritesortcnt-2;i>=0;i--)
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if ((xb1[j] <= (spritesx[i]>>8)) && ((spritesx[i]>>8) <= xb2[j]))
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if (spritewallfront(tspriteptr[i],(long)thewall[j]) == 0)
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{
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drawsprite(i);
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tspriteptr[i]->owner = -1;
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k = i;
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gap++;
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}
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if (k >= 0) //remove holes in sprite list
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{
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for (i=k;i<spritesortcnt;i++)
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if (tspriteptr[i]->owner >= 0)
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{
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if (i > k)
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{
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tspriteptr[k] = tspriteptr[i];
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spritesx[k] = spritesx[i];
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spritesy[k] = spritesy[i];
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}
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k++;
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}
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spritesortcnt -= gap;
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}
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//finally safe to draw the masked wall
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drawmaskwall(--maskwallcnt);
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}
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}
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while (spritesortcnt > 0) drawsprite(--spritesortcnt);
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while (maskwallcnt > 0) drawmaskwall(--maskwallcnt);
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}
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}
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else
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{
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// PLAG : The heart of good transparency -> sorted rendering on all layers.
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// that's why this code interleaves the drawing of all possible transparent entities
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// bubblesort is used, shouldn't cause any problems cpu-wise since the lists are small
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// SPRITES PREPROCESSING
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/*l = spritesortcnt;
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indexes = malloc(l * sizeof(long));
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depths = malloc(l * sizeof(long));
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// first pass to set base indexes and depths
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i = l;
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while (i > 0)
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{
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i--;
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indexes[i] = --spritesortcnt;
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depths[i] = (tspriteptr[spritesortcnt]->x - globalposx) * (tspriteptr[spritesortcnt]->x - globalposx) +
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(tspriteptr[spritesortcnt]->y - globalposy) * (tspriteptr[spritesortcnt]->y - globalposy);
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}
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// second pass (and possibly more) to z-sort
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j = 0;
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while (j == 0)
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{
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j = 1;
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for(i=l-1;i>0;i--)
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{
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if (depths[i] < depths[i-1])
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{
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swaplong(&indexes[i-1], &indexes[i]);
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swaplong(&depths[i-1], &depths[i]);
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j = 0;
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}
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}
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}*/
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// MASKS PREPROCESSING
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//k = maskwallcnt;
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// first pass to set wall equations and init the tree
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/*i = k;
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while (i > 0)
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{
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i--;
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// leaf index
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maskleaves[i].index = --maskwallcnt;
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// leaf boundaries
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maskleaves[i].p1.x = wall[thewall[maskwall[maskleaves[i].index]]].x - globalposx;
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maskleaves[i].p1.y = wall[thewall[maskwall[maskleaves[i].index]]].y - globalposy;
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maskleaves[i].p2.x = wall[wall[thewall[maskwall[maskleaves[i].index]]].point2].x - globalposx;
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maskleaves[i].p2.y = wall[wall[thewall[maskwall[maskleaves[i].index]]].point2].y - globalposy;
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// leaf equations
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maskleaves[i].maskeq = equation(maskleaves[i].p1.x, maskleaves[i].p1.y, maskleaves[i].p2.x, maskleaves[i].p2.y);
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maskleaves[i].p1eq = equation(0, 0, maskleaves[i].p1.x, maskleaves[i].p1.y);
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maskleaves[i].p2eq = equation(0, 0, maskleaves[i].p2.x, maskleaves[i].p2.y);
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// drawing flag
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maskleaves[i].drawing = 0;
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//OSD_Printf("Processed mask - %i\n", i);
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}
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// second pass to connect the leaves together
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i = k;
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while (i > 0)
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{
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i--;
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m = 0;
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j = k;
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while (j > 0)
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{
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j--;
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if ((i != j) && (wallobstructswall(&maskleaves[i], &maskleaves[j])))
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maskleaves[i].branch[m++] = &maskleaves[j];
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}
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maskleaves[i].branch[m] = NULL;
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//OSD_Printf("Processed parents for mask %i\n", i);
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}*/
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// DRAWING
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// in this code all sprites are drawn, and masks are inserted when needed
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/*i = l - 1;
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while (i >= 0)
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{
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//OSD_Printf("sprite - %i\n", depths[i]);
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drawsprite(indexes[i]);
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i--;
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}
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// this codes draws the remaining (if any) masked walls, meaning those that are directly before the player
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while (k > 0)
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{
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k--;
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//OSD_Printf("Beginning drawing process for mask %i\n", k);
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//drawmaskleaf(&maskleaves[k]);
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drawmaskwall(k);
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}
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free(indexes);
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free(depths);*/
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pos.x = globalposx;
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pos.y = globalposy;
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//OSD_Printf("EIN OBSERVER POSITION : x=%i y=%i\n", pos.x, pos.y);
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while (maskwallcnt)
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{
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maskwallcnt--;
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@ -6292,21 +6100,13 @@ else
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dot2.x = wall[wall[thewall[maskwall[maskwallcnt]]].point2].x;
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dot2.y = wall[wall[thewall[maskwall[maskwallcnt]]].point2].y;
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//OSD_Printf("EIN WALL : x1=%i y1=%i x2=%i y2=%i\n", dot.x, dot.y, dot2.x, dot2.y);
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maskeq = equation(dot.x, dot.y, dot2.x, dot2.y);
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p1eq = equation(pos.x, pos.y, dot.x, dot.y);
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p2eq = equation(pos.x, pos.y, dot2.x, dot2.y);
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//OSD_Printf("EIN WALL EQUATION : a=%f b=%f c=%f\n", maskeq.a, maskeq.b, maskeq.c);
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//OSD_Printf("EIN WALL POINT1 TO POSITION EQUATION : a=%f b=%f c=%f\n", p1eq.a, p1eq.b, p1eq.c);
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//OSD_Printf("EIN WALL POINT2 TO POSITION EQUATION : a=%f b=%f c=%f\n", p2eq.a, p2eq.b, p2eq.c);
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middle.x = (dot.x + dot2.x) / 2;
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middle.y = (dot.y + dot2.y) / 2;
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//OSD_Printf("EIN WALL MIDDLE POINT POSITION : x=%i y=%i\n", middle.x, middle.y);
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i = spritesortcnt;
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while (i)
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{
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@ -6316,8 +6116,6 @@ else
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spr.x = tspriteptr[i]->x;
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spr.y = tspriteptr[i]->y;
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//OSD_Printf("EIN SPRITE POSITION : x=%i y=%i\n", spr.x, spr.y);
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if ((sameside(&maskeq, &spr, &pos) == 0) && sameside(&p1eq, &middle, &spr) && sameside(&p2eq, &middle, &spr))
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{
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drawsprite(i);
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@ -6335,13 +6133,23 @@ else
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drawsprite(spritesortcnt);
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}
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//while (spritesortcnt > 0) drawsprite(--spritesortcnt);
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//while (maskwallcnt > 0) drawmaskwall(--maskwallcnt);
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} /* goodalpha */
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} /* depthpeeling */
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#ifdef USE_OPENGL
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else
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{
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curpolygonoffset = 0;
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while (spritesortcnt > 0)
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{
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bglDisable(GL_POLYGON_OFFSET_FILL);
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drawsprite(--spritesortcnt);
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}
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bglDisable(GL_POLYGON_OFFSET_FILL);
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while (maskwallcnt > 0) drawmaskwall(--maskwallcnt);
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}
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#endif
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indrawroomsandmasks = 0;
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enddrawing(); //}}}
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if (usegoodalpha)
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#ifdef USE_OPENGL
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if ((r_depthpeeling) && (rendmode >= 3))
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{
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bglEndList();
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peelcompiling = 0;
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@ -6351,40 +6159,30 @@ else
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bglAlphaFunc(GL_GREATER, 0.0f);
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i = 0;
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while (i < numpeels)
|
||||
while (i < r_peelscount)
|
||||
{
|
||||
if (i > 0)
|
||||
{
|
||||
bglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
bglEnable(GL_FRAGMENT_PROGRAM_ARB);
|
||||
|
||||
bglActiveTextureARB(GL_TEXTURE1_ARB);
|
||||
bglEnable(GL_TEXTURE_RECTANGLE_NV);
|
||||
bglBindTexture(GL_TEXTURE_RECTANGLE_NV, ztexture);
|
||||
bglBindTexture(GL_TEXTURE_RECTANGLE, ztexture[(i - 1) % 2]);
|
||||
bglActiveTextureARB(GL_TEXTURE0_ARB);
|
||||
}
|
||||
if (i == (r_peelscount - 1))
|
||||
bglEnable(GL_BLEND);
|
||||
|
||||
bglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, peelfbos[i]);
|
||||
bglPushAttrib(GL_VIEWPORT_BIT);
|
||||
bglViewport(0, 0, xdim, ydim);
|
||||
|
||||
bglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
bglCallList(1);
|
||||
|
||||
bglPopAttrib();
|
||||
bglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
|
||||
|
||||
if (i > 0)
|
||||
{
|
||||
bglActiveTextureARB(GL_TEXTURE1_ARB);
|
||||
bglDisable(GL_TEXTURE_RECTANGLE_NV);
|
||||
bglActiveTextureARB(GL_TEXTURE0_ARB);
|
||||
|
||||
bglDisable(GL_FRAGMENT_PROGRAM_ARB);
|
||||
}
|
||||
|
||||
// save output to a peel
|
||||
bglBindTexture(GL_TEXTURE_RECTANGLE_NV, peels[i]);
|
||||
bglCopyTexSubImage2D(GL_TEXTURE_RECTANGLE_NV, 0, 0, 0, 0, 0, xdim, ydim);
|
||||
|
||||
if (i < (numpeels - 1))
|
||||
{
|
||||
// save depth buffer
|
||||
bglBindTexture(GL_TEXTURE_RECTANGLE_NV, ztexture);
|
||||
bglCopyTexSubImage2D(GL_TEXTURE_RECTANGLE_NV, 0, 0, 0, 0, 0, xdim, ydim);
|
||||
}
|
||||
|
||||
i++;
|
||||
}
|
||||
|
@ -6392,7 +6190,6 @@ else
|
|||
bglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
bglEnable(GL_BLEND);
|
||||
bglDisable(GL_ALPHA_TEST);
|
||||
bglDisable(GL_DEPTH_TEST);
|
||||
|
||||
bglColor4f(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
|
@ -6405,18 +6202,18 @@ else
|
|||
bglPushMatrix();
|
||||
bglLoadIdentity();
|
||||
|
||||
bglEnable(GL_TEXTURE_RECTANGLE_NV);
|
||||
bglEnable(GL_TEXTURE_RECTANGLE);
|
||||
|
||||
if (curpeel == -1)
|
||||
if (r_curpeel == -1)
|
||||
{
|
||||
i = numpeels - 1;
|
||||
i = r_peelscount - 1;
|
||||
while (i >= 0)
|
||||
drawpeel(i--);
|
||||
}
|
||||
else
|
||||
drawpeel(curpeel);
|
||||
drawpeel(r_curpeel);
|
||||
|
||||
bglDisable(GL_TEXTURE_RECTANGLE_NV);
|
||||
bglDisable(GL_TEXTURE_RECTANGLE);
|
||||
bglEnable(GL_TEXTURE_2D);
|
||||
|
||||
// restore the polymost projection
|
||||
|
@ -6429,6 +6226,10 @@ else
|
|||
|
||||
bglDeleteLists(1, 1);
|
||||
}
|
||||
#endif
|
||||
|
||||
indrawroomsandmasks = 0;
|
||||
enddrawing(); //}}}
|
||||
}
|
||||
|
||||
//
|
||||
|
@ -7603,8 +7404,8 @@ if (searchx < 0) { searchx = halfxdimen; searchy = (ydimen>>1); }
|
|||
#if defined(POLYMOST) && defined(USE_OPENGL)
|
||||
if (rendmode == 3)
|
||||
{
|
||||
polymost_glinit();
|
||||
polymost_glreset();
|
||||
polymost_glinit();
|
||||
}
|
||||
if (rendmode == 4)
|
||||
polymer_glinit();
|
||||
|
|
|
@ -117,10 +117,18 @@ void (APIENTRY * bglStencilFunc)(GLenum func, GLint ref, GLuint mask);
|
|||
void (APIENTRY * bglGenProgramsARB)(GLsizei, GLuint *);
|
||||
void (APIENTRY * bglBindProgramARB)(GLenum, GLuint);
|
||||
void (APIENTRY * bglProgramStringARB)(GLenum, GLenum, GLsizei, const GLvoid *);
|
||||
void (APIENTRY * bglDeleteProgramsARB)(GLsizei n, const GLuint *programs);
|
||||
|
||||
// Multitexturing
|
||||
void (APIENTRY * bglActiveTextureARB)(GLenum texture);
|
||||
|
||||
// Frame Buffer Objects
|
||||
void (APIENTRY * bglGenFramebuffersEXT)(GLsizei n, GLuint *framebuffers);
|
||||
void (APIENTRY * bglBindFramebufferEXT)(GLenum target, GLuint framebuffer);
|
||||
void (APIENTRY * bglFramebufferTexture2DEXT)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
|
||||
GLenum (APIENTRY * bglCheckFramebufferStatusEXT)(GLenum target);
|
||||
void (APIENTRY * bglDeleteFramebuffersEXT)(GLsizei n, const GLuint *framebuffers);
|
||||
|
||||
#ifdef RENDERTYPEWIN
|
||||
// Windows
|
||||
HGLRC (WINAPI * bwglCreateContext)(HDC);
|
||||
|
@ -243,18 +251,18 @@ int loadgldriver(const char *driver)
|
|||
bglTranslatef = GETPROC("glTranslatef");
|
||||
|
||||
// Drawing
|
||||
bglBegin = GETPROC("glBegin");
|
||||
bglEnd = GETPROC("glEnd");
|
||||
bglVertex2f = GETPROC("glVertex2f");
|
||||
bglVertex2i = GETPROC("glVertex2i");
|
||||
bglVertex3f = GETPROC("glVertex3f");
|
||||
bglVertex3d = GETPROC("glVertex3d");
|
||||
bglVertex3fv = GETPROC("glVertex3fv");
|
||||
bglVertex3dv = GETPROC("glVertex3dv");
|
||||
bglColor4f = GETPROC("glColor4f");
|
||||
bglColor4ub = GETPROC("glColor4ub");
|
||||
bglTexCoord2d = GETPROC("glTexCoord2d");
|
||||
bglTexCoord2f = GETPROC("glTexCoord2f");
|
||||
bglBegin = GETPROC("glBegin");
|
||||
bglEnd = GETPROC("glEnd");
|
||||
bglVertex2f = GETPROC("glVertex2f");
|
||||
bglVertex2i = GETPROC("glVertex2i");
|
||||
bglVertex3f = GETPROC("glVertex3f");
|
||||
bglVertex3d = GETPROC("glVertex3d");
|
||||
bglVertex3fv = GETPROC("glVertex3fv");
|
||||
bglVertex3dv = GETPROC("glVertex3dv");
|
||||
bglColor4f = GETPROC("glColor4f");
|
||||
bglColor4ub = GETPROC("glColor4ub");
|
||||
bglTexCoord2d = GETPROC("glTexCoord2d");
|
||||
bglTexCoord2f = GETPROC("glTexCoord2f");
|
||||
|
||||
// Lighting
|
||||
bglShadeModel = GETPROC("glShadeModel");
|
||||
|
@ -263,7 +271,7 @@ int loadgldriver(const char *driver)
|
|||
bglReadPixels = GETPROC("glReadPixels");
|
||||
|
||||
// Texture mapping
|
||||
bglTexEnvf = GETPROC("glTexEnvf");
|
||||
bglTexEnvf = GETPROC("glTexEnvf");
|
||||
bglGenTextures = GETPROC("glGenTextures");
|
||||
bglDeleteTextures = GETPROC("glDeleteTextures");
|
||||
bglBindTexture = GETPROC("glBindTexture");
|
||||
|
@ -282,10 +290,10 @@ int loadgldriver(const char *driver)
|
|||
bglFogfv = GETPROC("glFogfv");
|
||||
|
||||
// Display Lists
|
||||
bglNewList = GETPROC("glNewList");
|
||||
bglEndList = GETPROC("glEndList");
|
||||
bglCallList = GETPROC("glCallList");
|
||||
bglDeleteLists = GETPROC("glDeleteLists");
|
||||
bglNewList = GETPROC("glNewList");
|
||||
bglEndList = GETPROC("glEndList");
|
||||
bglCallList = GETPROC("glCallList");
|
||||
bglDeleteLists = GETPROC("glDeleteLists");
|
||||
|
||||
// Vertex Arrays
|
||||
bglEnableClientState = GETPROC("glEnableClientState");
|
||||
|
@ -320,10 +328,18 @@ int loadglextensions(void)
|
|||
bglGenProgramsARB = GETPROCEXTSOFT("glGenProgramsARB");
|
||||
bglBindProgramARB = GETPROCEXTSOFT("glBindProgramARB");
|
||||
bglProgramStringARB = GETPROCEXTSOFT("glProgramStringARB");
|
||||
bglDeleteProgramsARB= GETPROCEXTSOFT("glDeleteProgramsARB");
|
||||
|
||||
// Multitexturing
|
||||
bglActiveTextureARB = GETPROCEXTSOFT("glActiveTextureARB");
|
||||
|
||||
// Frame Buffer Objects
|
||||
bglGenFramebuffersEXT = GETPROCEXTSOFT("glGenFramebuffersEXT");
|
||||
bglBindFramebufferEXT = GETPROCEXTSOFT("glBindFramebufferEXT");
|
||||
bglFramebufferTexture2DEXT = GETPROCEXTSOFT("glFramebufferTexture2DEXT");
|
||||
bglCheckFramebufferStatusEXT = GETPROCEXTSOFT("glCheckFramebufferStatusEXT");
|
||||
bglDeleteFramebuffersEXT = GETPROCEXTSOFT("glDeleteFramebuffersEXT");
|
||||
|
||||
return err;
|
||||
}
|
||||
|
||||
|
@ -440,10 +456,18 @@ int unloadgldriver(void)
|
|||
bglGenProgramsARB = NULL;
|
||||
bglBindProgramARB = NULL;
|
||||
bglProgramStringARB = NULL;
|
||||
bglDeleteProgramsARB= NULL;
|
||||
|
||||
// Multitexturing
|
||||
bglActiveTextureARB = NULL;
|
||||
|
||||
// Frame Buffer Objects
|
||||
bglGenFramebuffersEXT = NULL;
|
||||
bglBindFramebufferEXT = NULL;
|
||||
bglFramebufferTexture2DEXT = NULL;
|
||||
bglCheckFramebufferStatusEXT = NULL;
|
||||
bglDeleteFramebuffersEXT = NULL;
|
||||
|
||||
#ifdef RENDERTYPEWIN
|
||||
bwglCreateContext = NULL;
|
||||
bwglDeleteContext = NULL;
|
||||
|
|
|
@ -1411,13 +1411,14 @@ if (tspr->cstat&2) { if (!(tspr->cstat&512)) pc[3] = 0.66; else pc[3] = 0.33; }
|
|||
float al = 0.0;
|
||||
if (alphahackarray[globalpicnum] != 0)
|
||||
al=alphahackarray[globalpicnum];
|
||||
bglEnable(GL_BLEND);
|
||||
if (!peelcompiling)
|
||||
bglEnable(GL_BLEND);
|
||||
bglEnable(GL_ALPHA_TEST);
|
||||
bglAlphaFunc(GL_GREATER,al);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (tspr->cstat&2) bglEnable(GL_BLEND); else bglDisable(GL_BLEND);
|
||||
if (tspr->cstat&2 && (!peelcompiling)) bglEnable(GL_BLEND); //else bglDisable(GL_BLEND);
|
||||
}
|
||||
bglColor4f(pc[0],pc[1],pc[2],pc[3]);
|
||||
//if (m->head.flags == 1337)
|
||||
|
@ -1489,7 +1490,7 @@ if (tspr->cstat&2) { if (!(tspr->cstat&512)) pc[3] = 0.66; else pc[3] = 0.33; }
|
|||
bglBindTexture(GL_TEXTURE_2D, i);
|
||||
|
||||
//PLAG: delayed polygon-level sorted rendering
|
||||
if (m->usesalpha && !(tspr->cstat & 1024) && !usegoodalpha)
|
||||
if (m->usesalpha && !(tspr->cstat & 1024) && !r_depthpeeling)
|
||||
{
|
||||
indexes = malloc(sizeof(unsigned short) * s->numtris);
|
||||
maxdepths = malloc(sizeof(float) * s->numtris);
|
||||
|
@ -1622,7 +1623,7 @@ if (tspr->cstat&2) { if (!(tspr->cstat&512)) pc[3] = 0.66; else pc[3] = 0.33; }
|
|||
bglPopAttrib();
|
||||
if (tspr->cstat&1024)
|
||||
{
|
||||
bglDepthFunc(GL_LEQUAL); //NEVER,LESS,(,L)EQUAL,GREATER,(NOT,G)EQUAL,ALWAYS
|
||||
bglDepthFunc(GL_LESS); //NEVER,LESS,(,L)EQUAL,GREATER,(NOT,G)EQUAL,ALWAYS
|
||||
bglDepthRange(0.0,0.99999);
|
||||
}
|
||||
bglLoadIdentity();
|
||||
|
@ -2413,7 +2414,7 @@ if (grhalfxdown10x < 0) { mat[0] = -mat[0]; mat[4] = -mat[4]; mat[8] = -mat[8];
|
|||
pc[1] *= (float)hictinting[globalpal].g / 255.0;
|
||||
pc[2] *= (float)hictinting[globalpal].b / 255.0;
|
||||
if (tspr->cstat&2) { if (!(tspr->cstat&512)) pc[3] = 0.66; else pc[3] = 0.33; } else pc[3] = 1.0;
|
||||
if (tspr->cstat&2) bglEnable(GL_BLEND); else bglDisable(GL_BLEND);
|
||||
if (tspr->cstat&2 && (!peelcompiling)) bglEnable(GL_BLEND); //else bglDisable(GL_BLEND);
|
||||
//------------
|
||||
|
||||
//transform to Build coords
|
||||
|
@ -2471,7 +2472,7 @@ if (tspr->cstat&2) { if (!(tspr->cstat&512)) pc[3] = 0.66; else pc[3] = 0.33; }
|
|||
bglPopAttrib();
|
||||
if (tspr->cstat&1024)
|
||||
{
|
||||
bglDepthFunc(GL_LEQUAL); //NEVER,LESS,(,L)EQUAL,GREATER,(NOT,G)EQUAL,ALWAYS
|
||||
bglDepthFunc(GL_LESS); //NEVER,LESS,(,L)EQUAL,GREATER,(NOT,G)EQUAL,ALWAYS
|
||||
bglDepthRange(0.0,0.99999);
|
||||
}
|
||||
bglLoadIdentity();
|
||||
|
|
|
@ -127,10 +127,6 @@ static long lastglpolygonmode = 0; //FUK
|
|||
long glpolygonmode = 0; // 0:GL_FILL,1:GL_LINE,2:GL_POINT //FUK
|
||||
long glwidescreen = 0;
|
||||
long glprojectionhacks = 1;
|
||||
long usegoodalpha = 0;
|
||||
long peelcompiling = 0;
|
||||
long numpeels = 10;
|
||||
long curpeel = -1;
|
||||
static GLuint polymosttext = 0;
|
||||
extern char nofog;
|
||||
|
||||
|
@ -139,6 +135,20 @@ long fullbrightloadingpass = 0;
|
|||
long fullbrightdrawingpass = 0;
|
||||
long shadeforfullbrightpass;
|
||||
|
||||
// Depth peeling control
|
||||
long r_depthpeeling = 0; // cvar toggling general depth peeling usage
|
||||
long r_peelscount = 5; // cvar controlling the number of peeling layers
|
||||
long r_curpeel = -1; // cvar controlling the display of independant peeling layers
|
||||
float curpolygonoffset; // internal polygon offset stack for drawing flat sprites to avoid depth fighting
|
||||
long peelcompiling = 0; // internal control var to disable blending when compiling the peeling display list
|
||||
long newpeelscount = 0; // temporary var for peels count changing during the game
|
||||
|
||||
// Depth peeling data
|
||||
GLuint ztexture[2]; // secondary Z-buffer identifier
|
||||
GLuint *peels; // peels identifiers
|
||||
GLuint *peelfbos; // peels FBOs identifiers
|
||||
GLuint peelprogram; // ARBfp peeling fragment program
|
||||
|
||||
float fogresult;
|
||||
|
||||
void fogcalc (const signed char *shade, const char *vis)
|
||||
|
@ -596,11 +606,20 @@ void polymost_glreset ()
|
|||
|
||||
memset(gltexcachead,0,sizeof(gltexcachead));
|
||||
glox1 = -1;
|
||||
}
|
||||
|
||||
GLuint ztexture;
|
||||
GLuint *peels;
|
||||
GLuint peelprogram;
|
||||
// Depth peeling cleanup
|
||||
if (peels)
|
||||
{
|
||||
bglDeleteProgramsARB(1, &peelprogram);
|
||||
bglDeleteFramebuffersEXT(r_peelscount, peelfbos);
|
||||
bglDeleteTextures(r_peelscount, peels);
|
||||
bglDeleteTextures(2, ztexture);
|
||||
free(peels);
|
||||
free(peelfbos);
|
||||
|
||||
peels = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
// one-time initialisation of OpenGL for polymost
|
||||
void polymost_glinit()
|
||||
|
@ -609,11 +628,13 @@ void polymost_glinit()
|
|||
int i;
|
||||
char peelprogramstring[] =
|
||||
"!!ARBfp1.0\n"
|
||||
"OPTION ARB_fog_exp2;\n"
|
||||
"OPTION ARB_fragment_program_shadow;\n"
|
||||
"TEMP texsample;\n"
|
||||
"TEMP depthresult;\n"
|
||||
"TEMP tempresult;\n"
|
||||
"TEX texsample, fragment.texcoord[0], texture[0], 2D;\n"
|
||||
"TEX depthresult, fragment.position, texture[1], RECT;\n"
|
||||
"TEX depthresult, fragment.position, texture[1], SHADOWRECT;\n"
|
||||
"MUL tempresult, fragment.color, texsample;\n"
|
||||
"MUL tempresult.a, tempresult.a, depthresult.a;\n"
|
||||
"MOV result.color, tempresult;\n"
|
||||
|
@ -652,33 +673,67 @@ void polymost_glinit()
|
|||
bglEnable(GL_MULTISAMPLE_ARB);
|
||||
}
|
||||
|
||||
//depth peeling init
|
||||
if (usegoodalpha)
|
||||
if (!glinfo.arbfp || !glinfo.depthtex || !glinfo.shadow || !glinfo.fbos || !glinfo.rect)
|
||||
{
|
||||
// create the secondary Z-buffer
|
||||
bglGenTextures(1, &ztexture);
|
||||
bglBindTexture(GL_TEXTURE_RECTANGLE_NV, ztexture);
|
||||
bglCopyTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, GL_DEPTH_COMPONENT, 0, 0, xdim, ydim, 0);
|
||||
bglTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
bglTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
bglTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_WRAP_S, GL_CLAMP);
|
||||
bglTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_WRAP_T, GL_CLAMP);
|
||||
bglTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB);
|
||||
bglTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_COMPARE_FUNC_ARB, GL_GREATER);
|
||||
bglTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_DEPTH_TEXTURE_MODE_ARB, GL_ALPHA);
|
||||
OSD_Printf("Your OpenGL implementation doesn't support depth peeling. Forcing it off...\n", i);
|
||||
r_depthpeeling = 0;
|
||||
}
|
||||
|
||||
// create the various peeling layers
|
||||
peels = malloc(numpeels * sizeof(GLuint));
|
||||
bglGenTextures(numpeels, peels);
|
||||
i = 0;
|
||||
while (i < numpeels)
|
||||
//depth peeling initialization
|
||||
if (r_depthpeeling)
|
||||
{
|
||||
if (newpeelscount)
|
||||
{
|
||||
bglBindTexture(GL_TEXTURE_RECTANGLE_NV, peels[i]);
|
||||
bglCopyTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, GL_RGBA8, 0, 0, xdim, ydim, 0);
|
||||
bglTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
bglTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
bglTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_WRAP_S, GL_CLAMP);
|
||||
bglTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_WRAP_T, GL_CLAMP);
|
||||
r_peelscount = newpeelscount;
|
||||
newpeelscount = 0;
|
||||
}
|
||||
// create the secondary Z-buffer
|
||||
bglGenTextures(2, ztexture);
|
||||
|
||||
i = 0;
|
||||
while (i < 2)
|
||||
{
|
||||
bglBindTexture(GL_TEXTURE_RECTANGLE, ztexture[i]);
|
||||
bglCopyTexImage2D(GL_TEXTURE_RECTANGLE, 0, GL_DEPTH_COMPONENT, 0, 0, xdim, ydim, 0);
|
||||
bglTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
bglTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
bglTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_WRAP_S, GL_CLAMP);
|
||||
bglTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_WRAP_T, GL_CLAMP);
|
||||
bglTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB);
|
||||
bglTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_COMPARE_FUNC_ARB, GL_GREATER);
|
||||
bglTexParameteri(GL_TEXTURE_RECTANGLE, GL_DEPTH_TEXTURE_MODE_ARB, GL_ALPHA);
|
||||
|
||||
i++;
|
||||
}
|
||||
|
||||
// create the various peeling layers as well as the FBOs to render to them
|
||||
peels = malloc(r_peelscount * sizeof(GLuint));
|
||||
bglGenTextures(r_peelscount, peels);
|
||||
|
||||
peelfbos = malloc(r_peelscount * sizeof(GLuint));
|
||||
bglGenFramebuffersEXT(r_peelscount, peelfbos);
|
||||
|
||||
i = 0;
|
||||
while (i < r_peelscount)
|
||||
{
|
||||
bglBindTexture(GL_TEXTURE_RECTANGLE, peels[i]);
|
||||
bglCopyTexImage2D(GL_TEXTURE_RECTANGLE, 0, GL_RGBA, 0, 0, xdim, ydim, 0);
|
||||
bglTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
bglTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
bglTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_WRAP_S, GL_CLAMP);
|
||||
bglTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_WRAP_T, GL_CLAMP);
|
||||
|
||||
bglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, peelfbos[i]);
|
||||
bglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE, peels[i], 0);
|
||||
if (i < (r_peelscount - 1))
|
||||
bglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE, ztexture[i % 2], 0);
|
||||
|
||||
if (bglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) != GL_FRAMEBUFFER_COMPLETE_EXT)
|
||||
{
|
||||
OSD_Printf("FBO #%d initialization failed.\n", i);
|
||||
}
|
||||
|
||||
bglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
|
||||
|
||||
i++;
|
||||
}
|
||||
|
@ -1556,7 +1611,7 @@ void drawpoly (double *dpx, double *dpy, long n, long method)
|
|||
}
|
||||
|
||||
if ((!(method&3)) && (!fullbrightdrawingpass)) {
|
||||
bglDisable(GL_BLEND);
|
||||
//bglDisable(GL_BLEND);
|
||||
if (!peelcompiling)
|
||||
bglDisable(GL_ALPHA_TEST);
|
||||
} else {
|
||||
|
@ -1753,11 +1808,12 @@ void drawpoly (double *dpx, double *dpy, long n, long method)
|
|||
{
|
||||
fullbrightdrawingpass = 2;
|
||||
shadeforfullbrightpass = globalshade; // save the current shade
|
||||
bglFogf(GL_FOG_DENSITY,0.0f); // no fog
|
||||
globalshade = -128; // fullbright
|
||||
bglDisable(GL_FOG); // no fog
|
||||
drawpoly(dpx, dpy, n_, method_); // draw them afterwards, then. :)
|
||||
bglEnable(GL_FOG);
|
||||
globalshade = shadeforfullbrightpass;
|
||||
fogcalc(&globalshade, &globalvisibility);
|
||||
bglFogf(GL_FOG_DENSITY, fogresult);
|
||||
fullbrightdrawingpass = 0;
|
||||
}
|
||||
return;
|
||||
|
@ -3510,6 +3566,12 @@ void polymost_drawrooms ()
|
|||
#ifdef USE_OPENGL
|
||||
if (rendmode >= 3)
|
||||
{
|
||||
if (r_depthpeeling)
|
||||
{
|
||||
bglNewList(1, GL_COMPILE);
|
||||
peelcompiling = 1;
|
||||
}
|
||||
|
||||
resizeglcheck();
|
||||
|
||||
//bglClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
|
||||
|
@ -3723,7 +3785,7 @@ void polymost_drawrooms ()
|
|||
#ifdef USE_OPENGL
|
||||
if (rendmode >= 3)
|
||||
{
|
||||
bglDepthFunc(GL_LEQUAL); //NEVER,LESS,(,L)EQUAL,GREATER,(NOT,G)EQUAL,ALWAYS
|
||||
bglDepthFunc(GL_LESS); //NEVER,LESS,(,L)EQUAL,GREATER,(NOT,G)EQUAL,ALWAYS
|
||||
|
||||
//bglPolygonOffset(0,0);
|
||||
bglDepthRange(0.0,0.99999); //<- this is more widely supported than glPolygonOffset
|
||||
|
@ -3959,9 +4021,13 @@ if (tspr->cstat&2) { if (!(tspr->cstat&512)) method = 2+4; else method = 3+4; }
|
|||
}
|
||||
break;
|
||||
}
|
||||
//if (((tspr->cstat&2) || (gltexmayhavealpha(tspr->picnum,tspr->pal))) && ((tspr->cstat&48) != 0))
|
||||
// if (((tspr->cstat&2) || (gltexmayhavealpha(tspr->picnum,tspr->pal))) && ((tspr->cstat&48) != 0))
|
||||
// bglDepthMask(0);
|
||||
if (((tspr->cstat&2) || (gltexmayhavealpha(tspr->picnum,tspr->pal))) && (peelcompiling))
|
||||
{
|
||||
curpolygonoffset += 0.01f;
|
||||
bglEnable(GL_POLYGON_OFFSET_FILL);
|
||||
bglPolygonOffset(-curpolygonoffset, -curpolygonoffset);
|
||||
//bglDepthMask(0);
|
||||
}
|
||||
#endif
|
||||
|
||||
switch ((globalorientation>>4)&3)
|
||||
|
@ -5020,19 +5086,31 @@ static int osdcmd_polymostvars(const osdfuncparm_t *parm)
|
|||
else gltexmiplevel = val;
|
||||
return OSDCMD_OK;
|
||||
}
|
||||
else if (!Bstrcasecmp(parm->name, "usegoodalpha")) {
|
||||
if (showval) { OSD_Printf("usegoodalpha is %d\n", usegoodalpha); }
|
||||
else usegoodalpha = (val != 0);
|
||||
else if (!Bstrcasecmp(parm->name, "r_depthpeeling")) {
|
||||
if (showval) { OSD_Printf("r_depthpeeling is %d\n", r_depthpeeling); }
|
||||
else {
|
||||
r_depthpeeling = (val != 0);
|
||||
resetvideomode();
|
||||
if (setgamemode(fullscreen,xdim,ydim,bpp))
|
||||
OSD_Printf("restartvid: Reset failed...\n");
|
||||
}
|
||||
return OSDCMD_OK;
|
||||
}
|
||||
else if (!Bstrcasecmp(parm->name, "numpeels")) {
|
||||
if (showval) { OSD_Printf("numpeels is %d\n", numpeels); }
|
||||
else numpeels = val;
|
||||
else if (!Bstrcasecmp(parm->name, "r_peelscount")) {
|
||||
if (showval) { OSD_Printf("r_peelscount is %d\n", r_peelscount); }
|
||||
else if (val < 1) { OSD_Printf("Value out of range.\n"); }
|
||||
else {
|
||||
newpeelscount = val;
|
||||
resetvideomode();
|
||||
if (setgamemode(fullscreen,xdim,ydim,bpp))
|
||||
OSD_Printf("restartvid: Reset failed...\n");
|
||||
}
|
||||
return OSDCMD_OK;
|
||||
}
|
||||
else if (!Bstrcasecmp(parm->name, "curpeel")) {
|
||||
if (showval) { OSD_Printf("curpeel is %d\n", curpeel); }
|
||||
else curpeel = val;
|
||||
else if (!Bstrcasecmp(parm->name, "r_curpeel")) {
|
||||
if (showval) { OSD_Printf("r_curpeel is %d\n", r_curpeel); }
|
||||
else if ((val < -1) || (val >= r_peelscount)) { OSD_Printf("Value out of range.\n"); }
|
||||
else r_curpeel = val;
|
||||
return OSDCMD_OK;
|
||||
}
|
||||
else if (!Bstrcasecmp(parm->name, "glpolygonmode")) {
|
||||
|
@ -5110,15 +5188,15 @@ void polymost_initosdfuncs(void)
|
|||
OSD_RegisterFunction("gltextureanisotropy", "gltextureanisotropy: changes the OpenGL texture anisotropy setting", gltextureanisotropy);
|
||||
OSD_RegisterFunction("gltexturemaxsize","gltexturemaxsize: changes the maximum OpenGL texture size limit",osdcmd_polymostvars);
|
||||
OSD_RegisterFunction("gltexturemiplevel","gltexturemiplevel: changes the highest OpenGL mipmap level used",osdcmd_polymostvars);
|
||||
OSD_RegisterFunction("usegoodalpha","usegoodalpha: [OBSOLETE] enable/disable better looking OpenGL alpha hack",osdcmd_polymostvars);
|
||||
OSD_RegisterFunction("numpeels","numpeels",osdcmd_polymostvars);
|
||||
OSD_RegisterFunction("curpeel","curpeel: [OBSOLETE] enable/disable better looking OpenGL alpha hack",osdcmd_polymostvars);
|
||||
OSD_RegisterFunction("glpolygonmode","glpolygonmode: debugging feature",osdcmd_polymostvars); //FUK
|
||||
OSD_RegisterFunction("glusetexcache","glusetexcache: enable/disable OpenGL compressed texture cache",osdcmd_polymostvars);
|
||||
OSD_RegisterFunction("glusetexcachecompression","usetexcachecompression: enable/disable compression of files in the OpenGL compressed texture cache",osdcmd_polymostvars);
|
||||
OSD_RegisterFunction("glmultisample","glmultisample: sets the number of samples used for antialiasing (0 = off)",osdcmd_polymostvars);
|
||||
OSD_RegisterFunction("glnvmultisamplehint","glnvmultisamplehint: enable/disable Nvidia multisampling hinting",osdcmd_polymostvars);
|
||||
OSD_RegisterFunction("r_shadescale","r_shadescale: multiplier for lighting",osdcmd_polymostvars);
|
||||
OSD_RegisterFunction("r_depthpeeling","r_depthpeeling: enable/disable order-independant transparency",osdcmd_polymostvars);
|
||||
OSD_RegisterFunction("r_peelscount","r_peelscount: sets the number of depth layers for depth peeling",osdcmd_polymostvars);
|
||||
OSD_RegisterFunction("r_curpeel","r_curpeel: allows to display one depth layer at a time (for development purposes)",osdcmd_polymostvars);
|
||||
#endif
|
||||
OSD_RegisterFunction("usemodels","usemodels: enable/disable model rendering in >8-bit mode",osdcmd_polymostvars);
|
||||
OSD_RegisterFunction("usehightile","usehightile: enable/disable hightile texture rendering in >8-bit mode",osdcmd_polymostvars);
|
||||
|
|
|
@ -1049,6 +1049,27 @@ int setvideomode(int x, int y, int c, int fs)
|
|||
// supports nvidia's multisample hint extension
|
||||
glinfo.nvmultisamplehint = 1;
|
||||
}
|
||||
else if (!Bstrcmp((char *)p2, "GL_ARB_fragment_program"))
|
||||
{
|
||||
glinfo.arbfp = 1;
|
||||
}
|
||||
else if (!Bstrcmp((char *)p2, "GL_ARB_depth_texture"))
|
||||
{
|
||||
glinfo.depthtex = 1;
|
||||
}
|
||||
else if (!Bstrcmp((char *)p2, "GL_ARB_shadow"))
|
||||
{
|
||||
glinfo.shadow = 1;
|
||||
}
|
||||
else if (!Bstrcmp((char *)p2, "GL_EXT_framebuffer_object"))
|
||||
{
|
||||
glinfo.fbos = 1;
|
||||
}
|
||||
else if (!Bstrcmp((char *)p2, "GL_NV_texture_rectangle") ||
|
||||
!Bstrcmp((char *)p2, "GL_EXT_texture_rectangle"))
|
||||
{
|
||||
glinfo.rect = 1;
|
||||
}
|
||||
}
|
||||
Bfree(p);
|
||||
}
|
||||
|
|
|
@ -2882,6 +2882,17 @@ static int SetupOpenGL(int width, int height, int bitspp)
|
|||
nofog = 1;
|
||||
if (!(warnonce&1)) initprintf("3dfx card detected: OpenGL fog disabled\n");
|
||||
warnonce |= 1;
|
||||
} else if (!Bstrcmp((char *)p2, "GL_ARB_fragment_program")) {
|
||||
glinfo.arbfp = 1;
|
||||
} else if (!Bstrcmp((char *)p2, "GL_ARB_depth_texture")) {
|
||||
glinfo.depthtex = 1;
|
||||
} else if (!Bstrcmp((char *)p2, "GL_ARB_shadow")) {
|
||||
glinfo.shadow = 1;
|
||||
} else if (!Bstrcmp((char *)p2, "GL_EXT_framebuffer_object")) {
|
||||
glinfo.fbos = 1;
|
||||
} else if (!Bstrcmp((char *)p2, "GL_NV_texture_rectangle") ||
|
||||
!Bstrcmp((char *)p2, "GL_EXT_texture_rectangle")) {
|
||||
glinfo.rect = 1;
|
||||
}
|
||||
}
|
||||
Bfree(p);
|
||||
|
|
|
@ -639,6 +639,9 @@ int32 CONFIG_ReadSetup(void)
|
|||
SCRIPT_GetNumber(scripthandle, "Screen Setup", "GLUseCompressedTextureCache", &glusetexcache);
|
||||
SCRIPT_GetNumber(scripthandle, "Screen Setup", "GLUseTextureCacheCompression", &glusetexcachecompression);
|
||||
|
||||
SCRIPT_GetNumber(scripthandle, "Screen Setup", "GLDepthPeeling", &r_depthpeeling);
|
||||
SCRIPT_GetNumber(scripthandle, "Screen Setup", "GLPeelsCount", &r_peelscount);
|
||||
|
||||
dummy = usemodels;
|
||||
SCRIPT_GetNumber(scripthandle, "Screen Setup", "UseModels",&dummy);
|
||||
usemodels = dummy != 0;
|
||||
|
@ -784,6 +787,8 @@ void CONFIG_WriteSetup(void)
|
|||
SCRIPT_PutNumber(scripthandle, "Screen Setup", "GLUseTextureCacheCompression", glusetexcachecompression,false,false);
|
||||
SCRIPT_PutNumber(scripthandle, "Screen Setup", "GLUseTextureCompr",glusetexcompr,false,false);
|
||||
SCRIPT_PutNumber(scripthandle, "Screen Setup", "GLWidescreen",glwidescreen,false,false);
|
||||
SCRIPT_PutNumber(scripthandle, "Screen Setup", "GLDepthPeeling",r_depthpeeling,false,false);
|
||||
SCRIPT_PutNumber(scripthandle, "Screen Setup", "GLPeelsCount",r_peelscount,false,false);
|
||||
#endif
|
||||
#ifdef RENDERTYPEWIN
|
||||
SCRIPT_PutNumber(scripthandle, "Screen Setup", "MaxRefreshFreq",maxrefreshfreq,false,false);
|
||||
|
|
Loading…
Reference in a new issue