Draw order more fixes

This commit is contained in:
popux committed 2026-10-22 19:10:56 +02:00
1 parent 6c183d9434
commit 0e767334f7
1 file changed
+44 -5
+44 -5
View File
@@ -42,6 +42,8 @@ struct ShaderProgram {
GLint decal_scale_location;
int decal_mode;
float decal_scale;
GLint depth_prepass_location;
int depth_prepass;
};
struct Framebuffer {
@@ -83,6 +85,14 @@ static uint32_t depth_copy_width, depth_copy_height;
static bool current_depth_test;
static bool current_depth_decal;
// Translucent surfaces write no depth and are only drawn in rough back-to-front order, so a farther
// railing drawn later blended over a nearer one. Their nearly opaque texels (railing bars) first get
// a depth-only pass, then the surface is drawn as usual: semi-transparent texels are unchanged.
#define XLU_DEPTH_PREPASS_ALPHA "0.98"
static bool current_depth_compare;
static GLenum current_depth_func = GL_LESS;
static bool current_blend;
static int gl_glsl_version = 130;
static char gl_glsl_version_str[16] = "130";
static GLenum gl_mirror_clamp = GL_MIRROR_CLAMP_TO_EDGE;
@@ -417,6 +427,7 @@ static struct ShaderProgram* gfx_opengl_create_and_load_new_shader(uint64_t shad
append_line(fs_buf, &fs_len, "uniform int frame_count;");
append_line(fs_buf, &fs_len, "uniform float noise_scale;");
append_line(fs_buf, &fs_len, "uniform int uDecalMode;");
append_line(fs_buf, &fs_len, "uniform int uDepthPrepass;");
append_line(fs_buf, &fs_len, "uniform highp float uDecalPixelScale;");
append_line(fs_buf, &fs_len, "uniform highp sampler2D uDepthTex;");
@@ -617,6 +628,7 @@ static struct ShaderProgram* gfx_opengl_create_and_load_new_shader(uint64_t shad
if (cc_features.opt_invisible) {
append_line(fs_buf, &fs_len, " texel.a = 0.0;");
}
append_line(fs_buf, &fs_len, " if (uDepthPrepass != 0 && texel.a < " XLU_DEPTH_PREPASS_ALPHA ") discard;");
append_line(fs_buf, &fs_len, " OUTPUT_COLOR = texel;");
} else {
@@ -740,6 +752,11 @@ static struct ShaderProgram* gfx_opengl_create_and_load_new_shader(uint64_t shad
prg->decal_scale_location = glGetUniformLocation(shader_program, "uDecalPixelScale");
prg->decal_mode = 0;
prg->decal_scale = 0.0f;
prg->depth_prepass_location = glGetUniformLocation(shader_program, "uDepthPrepass");
prg->depth_prepass = 0;
if (prg->depth_prepass_location >= 0) {
glUniform1i(prg->depth_prepass_location, 0);
}
if (prg->decal_mode_location >= 0) {
glUniform1i(prg->decal_mode_location, 0);
glUniform1i(glGetUniformLocation(shader_program, "uDepthTex"), DECAL_DEPTH_TEXTURE_UNIT);
@@ -902,6 +919,7 @@ static void gfx_opengl_set_sampler_parameters(int tile, bool linear_filter, uint
static void gfx_opengl_set_depth_mode(bool depth_test, bool depth_update, bool depth_compare, bool depth_source_prim, uint16_t zmode) {
current_depth_test = depth_test;
current_depth_compare = depth_compare;
current_depth_decal = depth_test && depth_compare && zmode == ZMODE_DEC;
if (depth_test) {
@@ -912,7 +930,7 @@ static void gfx_opengl_set_depth_mode(bool depth_test, bool depth_update, bool d
if (depth_compare) {
switch (zmode) {
case ZMODE_INTER:
glDepthFunc(GL_LEQUAL);
glDepthFunc(current_depth_func = GL_LEQUAL);
glDisable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(0, 0);
break;
@@ -920,22 +938,22 @@ static void gfx_opengl_set_depth_mode(bool depth_test, bool depth_update, bool d
case ZMODE_OPA:
case ZMODE_XLU:
if (depth_source_prim) {
glDepthFunc(GL_LEQUAL);
glDepthFunc(current_depth_func = GL_LEQUAL);
} else {
glDepthFunc(GL_LESS);
glDepthFunc(current_depth_func = GL_LESS);
}
glDisable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(0, 0);
break;
case ZMODE_DEC:
glDepthFunc(GL_LEQUAL);
glDepthFunc(current_depth_func = GL_LEQUAL);
glEnable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(-2, -2);
break;
}
} else {
glDepthFunc(GL_ALWAYS);
glDepthFunc(current_depth_func = GL_ALWAYS);
glDisable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(0, 0);
}
@@ -961,6 +979,7 @@ static void gfx_opengl_set_scissor(int x, int y, int width, int height) {
}
static void gfx_opengl_set_use_alpha(bool use_alpha, bool modulate) {
current_blend = use_alpha && !modulate;
if (use_alpha) {
glEnable(GL_BLEND);
} else {
@@ -1084,6 +1103,26 @@ static void gfx_opengl_draw_triangles(float buf_vbo[], size_t buf_vbo_len, size_
}
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * buf_vbo_len, buf_vbo, GL_STREAM_DRAW);
struct ShaderProgram* prg = current_shader_program;
if (!current_depth_decal && current_depth_test && current_depth_compare && !current_depth_mask && current_blend &&
prg != nullptr && prg->depth_prepass_location >= 0) {
glUniform1i(prg->depth_prepass_location, 1);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glDepthMask(GL_TRUE);
glDrawArrays(GL_TRIANGLES, 0, 3 * buf_vbo_num_tris);
glUniform1i(prg->depth_prepass_location, 0);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDepthMask(GL_FALSE);
// The colour pass must pass where the prepass just stored this surface's own depth
glDepthFunc(GL_LEQUAL);
glDrawArrays(GL_TRIANGLES, 0, 3 * buf_vbo_num_tris);
glDepthFunc(current_depth_func);
depth_copy_dirty = true;
return;
}
glDrawArrays(GL_TRIANGLES, 0, 3 * buf_vbo_num_tris);
if (current_depth_test && current_depth_mask) {