Fixed GapFix artefacts in last pixel row/column

This commit is contained in:
Jens Hemprich 2006-09-18 14:47:16 +00:00
parent 992d8d2719
commit 3764f4e6cf
1 changed files with 164 additions and 103 deletions

View File

@ -17,89 +17,8 @@
#include "GLRenderUpdateState.h"
#include "GLUtil.h"
//*************************************************
//* Clear buffer
//*************************************************
FX_ENTRY void FX_CALL
grBufferClear( GrColor_t color, GrAlpha_t alpha, FxU16 depth )
{
#if defined( OGL_PARTDONE ) || defined( OGL_COMBINE )
GlideMsg( "grBufferClear( %d, %d, %d )\n", color, alpha, depth );
#endif
glReportErrors("grBufferClear");
RenderDrawTriangles( );
s_Framebuffer.OnBeforeBufferClear();
unsigned int Bits = 0;
if ( Glide.State.ColorMask )
{
Bits = GL_COLOR_BUFFER_BIT;
float r, g, b, a;
ConvertColorF(color, r, g, b, a);
if (InternalConfig.GapFix & OpenGLideGapFixFlag_Enabled)
{
Bits |= GL_STENCIL_BUFFER_BIT;
if (InternalConfig.GapFix & OpenGLideGapFixFlag_Debug)
{
// By making the background green,
// holes in the geometry are easy to spot
g = 1.0f;
}
}
glClearColor(r, g, b, a);
glReportError();
}
if ( Glide.State.DepthBufferWritting)
{
glClearDepth( depth * D1OVER65535 );
glReportError();
Bits |= GL_DEPTH_BUFFER_BIT;
}
if ( ! OpenGL.Clipping )
{
glClear( Bits );
glReportError();
}
else
{
glEnable( GL_SCISSOR_TEST );
glClear( Bits );
glReportError();
glDisable( GL_SCISSOR_TEST );
}
glReportError();
}
//*************************************************
//* Swaps front and back Buffer
//*************************************************
FX_ENTRY void FX_CALL
grBufferSwap( int swap_interval )
{
#if defined( OGL_DONE ) || defined( OGL_COMBINE )
GlideMsg( "grBufferSwap( %d )\n", swap_interval );
#endif
glReportErrors("grBufferSwap");
RenderDrawTriangles( );
#ifdef OGL_DEBUG
static float Temp = 1.0f;
if ( OGLRender.FrameTriangles > OGLRender.MaxTriangles )
{
OGLRender.MaxTriangles = OGLRender.FrameTriangles;
}
OGLRender.FrameTriangles = 0;
#endif
// Flush the framebuffer
s_Framebuffer.OnBeforeBufferSwap();
if (InternalConfig.GapFix & OpenGLideGapFixFlag_Enabled)
// Write colored pixels only
void gapfixSetSimpleColorState()
{
// Disable the cull mode
glDisable(GL_CULL_FACE);
@ -159,35 +78,10 @@ grBufferSwap( int swap_interval )
VERIFY_ACTIVE_TEXTURE_UNIT(OpenGL.ColorAlphaUnit1);
VERIFY_TEXTURE_ENABLED_STATE();
}
glStencilFunc(GL_NOTEQUAL, 0x02, 0x03);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
glReportError();
GLfloat clearcolor[] =
void gapfixRestoreFromSimpleColorState()
{
0.0f, 0.0f, 0.0f, 0.0f
};
if (InternalConfig.GapFix & OpenGLideGapFixFlag_Enabled)
{
if (InternalConfig.GapFix & OpenGLideGapFixFlag_Debug)
{
// By making the gaps red, they're easily to spot
clearcolor[0] = 1.0f;
}
}
GLfloat depth = 1.0f;
glBegin(GL_QUADS);
glColor4fv(clearcolor);
glVertex3f(Glide.State.ClipMinX, Glide.State.ClipMinY, depth);
glColor4fv(clearcolor);
glVertex3f(Glide.State.ClipMaxX, Glide.State.ClipMinY, depth);
glColor4fv(clearcolor);
glVertex3f(Glide.State.ClipMaxX, Glide.State.ClipMaxY, depth);
glColor4fv(clearcolor);
glVertex3f(Glide.State.ClipMinX, Glide.State.ClipMaxY, depth);
glEnd();
glStencilFunc(GL_ALWAYS, 0x02, 0x03);
glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
// Restore state
switch (Glide.State.CullMode)
{
@ -207,6 +101,8 @@ grBufferSwap( int swap_interval )
{
glDepthMask(true);
}
const bool colormask = Glide.State.ColorMask;
glColorMask(colormask, colormask, colormask, Glide.State.AlphaMask);
if (Glide.State.DepthBufferMode != GR_DEPTHBUFFER_DISABLE)
{
glEnable(GL_DEPTH_TEST);
@ -218,15 +114,180 @@ grBufferSwap( int swap_interval )
{
glEnable(GL_COLOR_SUM_EXT);
}
// Return to normal rendering
glStencilFunc(GL_ALWAYS, 0x02, 0x03);
glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
VERIFY_ACTIVE_TEXTURE_UNIT(OpenGL.ColorAlphaUnit1);
VERIFY_TEXTURE_ENABLED_STATE();
}
//*************************************************
//* Clear buffer
//*************************************************
FX_ENTRY void FX_CALL
grBufferClear( GrColor_t color, GrAlpha_t alpha, FxU16 depth )
{
#if defined( OGL_PARTDONE ) || defined( OGL_COMBINE )
GlideMsg( "grBufferClear( %d, %d, %d )\n", color, alpha, depth );
#endif
glReportErrors("grBufferClear");
RenderDrawTriangles( );
s_Framebuffer.OnBeforeBufferClear();
unsigned int Bits = 0;
if ( Glide.State.ColorMask )
{
Bits = GL_COLOR_BUFFER_BIT;
float r, g, b, a;
ConvertColorF(color, r, g, b, a);
if (InternalConfig.GapFix & OpenGLideGapFixFlag_Enabled)
{
Bits |= GL_STENCIL_BUFFER_BIT;
if (InternalConfig.GapFix & OpenGLideGapFixFlag_Debug)
{
// By making the background green,
// holes in the geometry are easy to spot
g = 1.0f;
}
}
glClearColor(r, g, b, a);
glReportError();
}
if ( Glide.State.DepthBufferWritting)
{
glClearDepth( depth * D1OVER65535 );
glReportError();
Bits |= GL_DEPTH_BUFFER_BIT;
}
if ( ! OpenGL.Clipping )
{
glClear( Bits );
glReportError();
}
else
{
glEnable( GL_SCISSOR_TEST );
glClear( Bits );
glReportError();
glDisable( GL_SCISSOR_TEST );
}
// In Tomb Raider 1, the last column/row of framebuffer pixels contains gapfix rendering artefacts.
// This happens, because TR1 doesn't render the last column/row. Because the gapfix actually renders
// into this area the stencil buffer value must be set to "pixel normally renderded"
if ((InternalConfig.GapFix & OpenGLideGapFixFlag_Enabled) && (s_GlideApplication.GetType() == GlideApplication::TombRaiderI))
{
// write "pixel normally rendered" stencil value in the last column/row
gapfixSetSimpleColorState();
if (InternalConfig.GapFix & OpenGLideGapFixFlag_Debug)
{
// Write Cyan colored pixels
GLfloat clearcolor[] =
{
0.0f, 1.0f, 1.0f, 0.0f
};
glColorMask(true, true, true, false);
glColor4fv(clearcolor);
}
// Stencil already set to "pixel normally rendered"
const GLfloat xmin = 0.0;
const GLfloat ymin = 0.0;
const GLfloat xmax = Glide.WindowWidth;
const GLfloat ymax = Glide.WindowHeight;
const GLfloat depth = 1.0f;
// Because we're rendering a quad, one more line maybe not gap-fixed
// Bottom
glBegin(GL_QUADS);
glVertex3f(xmin, ymax - 1.0, depth);
glVertex3f(xmax, ymax - 1.0, depth);
glVertex3f(xmax, ymax, depth);
glVertex3f(xmin, ymax, depth);
glEnd();
// right
glBegin(GL_QUADS);
glVertex3f(xmax - 1.0, ymin, depth);
glVertex3f(xmax - 1.0, ymax, depth);
glVertex3f(xmax, ymax, depth);
glVertex3f(xmax, ymin, depth);
glEnd();
gapfixRestoreFromSimpleColorState();
}
glReportError();
}
//*************************************************
//* Swaps front and back Buffer
//*************************************************
FX_ENTRY void FX_CALL
grBufferSwap(int swap_interval)
{
#if defined( OGL_DONE ) || defined( OGL_COMBINE )
GlideMsg( "grBufferSwap( %d )\n", swap_interval );
#endif
glReportErrors("grBufferSwap");
RenderDrawTriangles();
#ifdef OGL_DEBUG
static float Temp = 1.0f;
if (OGLRender.FrameTriangles > OGLRender.MaxTriangles)
{
OGLRender.MaxTriangles = OGLRender.FrameTriangles;
}
OGLRender.FrameTriangles = 0;
#endif
// Flush the framebuffer
s_Framebuffer.OnBeforeBufferSwap();
if (InternalConfig.GapFix & OpenGLideGapFixFlag_Enabled)
{
gapfixSetSimpleColorState();
glStencilFunc(GL_NOTEQUAL, 0x02, 0x03);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
glReportError();
GLfloat clearcolor[] =
{
0.0f, 0.0f, 0.0f, 0.0f
};
if (InternalConfig.GapFix & OpenGLideGapFixFlag_Enabled)
{
if (InternalConfig.GapFix & OpenGLideGapFixFlag_Debug)
{
// By making the gaps red, they're easily to spot
clearcolor[0] = 1.0f;
}
}
// @todo: Turn off clipping
const FxU32 xmin = 0;
const FxU32 ymin = 0;
const GlideApplication::Type application = s_GlideApplication.GetType();
const FxU32 xmax = Glide.WindowWidth - ((application == GlideApplication::TombRaiderI) ? 1 : 0);
const FxU32 ymax = Glide.WindowHeight - ((application == GlideApplication::TombRaiderI) ? 1 : 0);
const GLfloat depth = 1.0f;
glBegin(GL_QUADS);
glColor4fv(clearcolor);
glVertex3f(xmin, ymin, depth);
glColor4fv(clearcolor);
glVertex3f(xmax, ymin, depth);
glColor4fv(clearcolor);
glVertex3f(xmax, ymax, depth);
glColor4fv(clearcolor);
glVertex3f(xmin, ymax, depth);
glEnd();
gapfixRestoreFromSimpleColorState();
}
// @todo: setting the swap interval doesn't seem to work
// - the 3dfx splash animation appears a bit to fast
// - the 3Dfx splash animation appears a bit to fast
// and using higher values doesn't work
// -> might be a bug in Classic
// - happens in Classic as well as in OS9 native
GLint swap = swap_interval;
aglSetInteger(pWindowInfo->aglContext, AGL_SWAP_INTERVAL, &swap);
aglReportError();