Fix palette mode for GLES

This commit is contained in:
Emile Belanger 2021-10-16 17:23:39 +01:00 committed by Christoph Oelckers
parent 86c58649ba
commit 2a905e8026
4 changed files with 97 additions and 11 deletions

View file

@ -35,6 +35,9 @@
#include "gles_renderbuffers.h"
#include "gles_hwtexture.h"
#include "gles_buffers.h"
#include "gles_renderer.h"
#include "gles_samplers.h"
#include "hw_clock.h"
#include "printf.h"
@ -479,6 +482,7 @@ void FGLRenderState::ApplyMaterial(FMaterial *mat, int clampmode, int translatio
for (int i = 1; i < 3; i++)
{
auto systex = static_cast<FHardwareTexture*>(mat->GetLayer(i, translation, &layer));
GLRenderer->mSamplerManager->Bind(i, CLAMP_NONE, 255);
systex->Bind(i, false);
maxbound = i;
}

View file

@ -119,8 +119,26 @@ uint8_t FSamplerManager::Bind(int texunit, int num, int lastval)
break;
case CLAMP_NOFILTER:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
break;
case CLAMP_NOFILTER_X:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
break;
case CLAMP_NOFILTER_Y:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
break;
case CLAMP_NOFILTER_XY:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

View file

@ -1,10 +1,70 @@
const int RF_ShadeInterpolate = 64;
vec4 ProcessTexel()
{
float index = getTexel(vTexCoord.st).r;
index = ((index * 255.0) + 0.5) / 256.0;
vec4 tex = texture2D(texture2, vec2(index, 0.5));
tex.a = 1.0;
return tex;
float fullbright = 0.0;
vec4 color;
float coordX = vTexCoord.x;
float coordY = vTexCoord.y;
vec2 newCoord;
// z is the depth in view space, positive going into the screen
float z = abs(pixelpos.w);
#ifdef NPOT_EMULATION
// Coordinate adjustment for NPOT textures. It is somehow fitting that Build games exploited this texture wrapping quirk of the software rendering engine...
#if (DEF_NPOT_EMULATION == 1)
{
float period = floor(coordY / uNpotEmulation.y);
coordX += uNpotEmulation.x * floor(mod(coordY, uNpotEmulation.y));
coordY = period + mod(coordY, uNpotEmulation.y);
}
#endif
#endif
newCoord = vec2(coordX, coordY);
color = texture(tex, newCoord);
#if ((DEF_BLEND_FLAGS & 16384) != 0)
float visibility = max(uGlobVis * uLightFactor * z - 0.5, 0.0);
#else
float visibility = max(uGlobVis * uLightFactor * z, 0.0);
#endif
float numShades = float(uPalLightLevels & 255);
float shade = (1.0 - uLightLevel) * (numShades);
shade = clamp((shade + visibility), 0.0, numShades - 1.0);
int palindex = int(color.r * 255.0 + 0.1); // The 0.1 is for roundoff error compensation.
int shadeindex = int(floor(shade));
float colorIndexF = texelFetch(texture3, ivec2(palindex, shadeindex), 0).r;
int colorIndex = int(colorIndexF * 255.0 + 0.1); // The 0.1 is for roundoff error compensation.
vec4 palettedColor = texelFetch(texture2, ivec2(colorIndex, 0), 0);
#if ((DEF_BLEND_FLAGS & 16384) != 0)
{
// Get the next shaded palette index for interpolation
colorIndexF = texelFetch(texture3, ivec2(palindex, shadeindex+1), 0).r;
colorIndex = int(colorIndexF * 255.0 + 0.1); // The 0.1 is for roundoff error compensation.
vec4 palettedColorNext = texelFetch(texture2, ivec2(colorIndex, 0), 0);
float shadeFrac = mod(shade, 1.0);
palettedColor.rgb = mix(palettedColor.rgb, palettedColorNext.rgb, shadeFrac);
}
#endif
//palettedColor.a = color.r == 0.0? 0.0 : 1.0;// 1.0-floor(color.r);
// Replaces above line without branch
palettedColor.a = floor(color.r + 0.999);
color = palettedColor;
//if (color.a < uAlphaThreshold) discard; // it's only here that we have the alpha value available to be able to perform the alpha test.
// This replaces the above line to avoid the branch and the discard.. Seems to look the same but could be unforeseen issues.
float alpha = step(uAlphaThreshold, color.a);
return vec4(color.rgb, alpha);
}

View file

@ -115,29 +115,29 @@ const int Tex_Blend_Hardlight = 4;
texel.rgb = clamp(texel.rgb, 0.0, 1.0);
// Step 5: Apply a blend. This may just be a translucent overlay or one of the blend modes present in current Build engines.
#if (DEF_BLEND_FLAGS != 0)
#if ((DEF_BLEND_FLAGS & 7) != 0)
vec3 tcol = texel.rgb * 255.0; // * 255.0 to make it easier to reuse the integer math.
vec4 tint = uTextureBlendColor * 255.0;
#if (DEF_BLEND_FLAGS == 1)
#if ((DEF_BLEND_FLAGS & 7) == 1)
tcol.b = tcol.b * (1.0 - uTextureBlendColor.a) + tint.b * uTextureBlendColor.a;
tcol.g = tcol.g * (1.0 - uTextureBlendColor.a) + tint.g * uTextureBlendColor.a;
tcol.r = tcol.r * (1.0 - uTextureBlendColor.a) + tint.r * uTextureBlendColor.a;
#elif (DEF_BLEND_FLAGS == 2) // Tex_Blend_Screen:
#elif ((DEF_BLEND_FLAGS & 7) == 2) // Tex_Blend_Screen:
tcol.b = 255.0 - (((255.0 - tcol.b) * (255.0 - tint.r)) / 256.0);
tcol.g = 255.0 - (((255.0 - tcol.g) * (255.0 - tint.g)) / 256.0);
tcol.r = 255.0 - (((255.0 - tcol.r) * (255.0 - tint.b)) / 256.0);
#elif (DEF_BLEND_FLAGS == 3) // Tex_Blend_Overlay:
#elif ((DEF_BLEND_FLAGS & 7) == 3) // Tex_Blend_Overlay:
tcol.b = tcol.b < 128.0? (tcol.b * tint.b) / 128.0 : 255.0 - (((255.0 - tcol.b) * (255.0 - tint.b)) / 128.0);
tcol.g = tcol.g < 128.0? (tcol.g * tint.g) / 128.0 : 255.0 - (((255.0 - tcol.g) * (255.0 - tint.g)) / 128.0);
tcol.r = tcol.r < 128.0? (tcol.r * tint.r) / 128.0 : 255.0 - (((255.0 - tcol.r) * (255.0 - tint.r)) / 128.0);
#elif (DEF_BLEND_FLAGS == 4) // Tex_Blend_Hardlight:
#elif ((DEF_BLEND_FLAGS & 7) == 4) // Tex_Blend_Hardlight:
tcol.b = tint.b < 128.0 ? (tcol.b * tint.b) / 128.0 : 255.0 - (((255.0 - tcol.b) * (255.0 - tint.b)) / 128.0);
tcol.g = tint.g < 128.0 ? (tcol.g * tint.g) / 128.0 : 255.0 - (((255.0 - tcol.g) * (255.0 - tint.g)) / 128.0);
@ -201,7 +201,7 @@ vec4 getTexel(vec2 st)
#if (DEF_BLEND_FLAGS != 0)
// only apply the texture manipulation if it contains something.
texel = ApplyTextureManipulation(texel, DEF_BLEND_FLAGS);
texel = ApplyTextureManipulation(texel);
#endif
@ -275,6 +275,7 @@ float R_ZDoomColormap(float light, float z)
//===========================================================================
float R_DoomLightingEquation(float light)
{
#ifndef PALETTE_EMULATION
// z is the depth in view space, positive going into the screen
float z;
@ -301,6 +302,9 @@ float R_DoomLightingEquation(float light)
// Result is the normalized colormap index (0 bright .. 1 dark)
return clamp(colormap, 0.0, 31.0) / 32.0;
#else
return 0.0; // with palette emulation we do not want real lighting.
#endif
}