]> de.git.xonotic.org Git - xonotic/darkplaces.git/commitdiff
make MODE_REFRACTION not use TEXCOORD1..3 to help MODE_WATER use the same code
authordivverent <divverent@d7cf8633-e32d-0410-b094-e92efae38249>
Wed, 6 Apr 2011 16:32:00 +0000 (16:32 +0000)
committerdivverent <divverent@d7cf8633-e32d-0410-b094-e92efae38249>
Wed, 6 Apr 2011 16:32:00 +0000 (16:32 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@11031 d7cf8633-e32d-0410-b094-e92efae38249

dpsoftrast.c

index d72c52b2e6e150def18f27803437fe97d98f98b6..483378baadaae55a605e260b3d9eca877d7951cf 100644 (file)
@@ -4528,15 +4528,13 @@ void DPSOFTRAST_PixelShader_LightSource(DPSOFTRAST_State_Thread *thread, const D
 
 void DPSOFTRAST_VertexShader_Refraction(void)
 {
-       DPSOFTRAST_Array_Transform(DPSOFTRAST_ARRAY_TEXCOORD1, DPSOFTRAST_ARRAY_POSITION, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1);
+       DPSOFTRAST_Array_Transform(DPSOFTRAST_ARRAY_TEXCOORD4, DPSOFTRAST_ARRAY_POSITION, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1);
        DPSOFTRAST_Array_Transform(DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD0, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_TexMatrixM1);
        DPSOFTRAST_Array_TransformProject(DPSOFTRAST_ARRAY_POSITION, DPSOFTRAST_ARRAY_POSITION, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1);
 }
 
 void DPSOFTRAST_PixelShader_Refraction(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span)
 {
-       // DIRTY TRICK: only do sideways displacement. Not correct, but cheaper and thus better for SW.
-
        float buffer_z[DPSOFTRAST_DRAW_MAXSPANLENGTH];
        float z;
        int x, startx = span->startx, endx = span->endx;
@@ -4563,7 +4561,7 @@ void DPSOFTRAST_PixelShader_Refraction(DPSOFTRAST_State_Thread *thread, const DP
        DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_normalbgra8, GL20TU_NORMAL, DPSOFTRAST_ARRAY_TEXCOORD0, buffer_z);
 
        // read varyings
-       DPSOFTRAST_CALCATTRIB4F(triangle, span, ModelViewProjectionPositiondata, ModelViewProjectionPositionslope, DPSOFTRAST_ARRAY_TEXCOORD1); // or POSITION?
+       DPSOFTRAST_CALCATTRIB4F(triangle, span, ModelViewProjectionPositiondata, ModelViewProjectionPositionslope, DPSOFTRAST_ARRAY_TEXCOORD4); // or POSITION?
 
        // read uniforms
        ScreenScaleRefractReflect[0] = thread->uniform4f[DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect*4+0];
@@ -4590,7 +4588,7 @@ void DPSOFTRAST_PixelShader_Refraction(DPSOFTRAST_State_Thread *thread, const DP
 
                // "    vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
                iw = 1.0f / (ModelViewProjectionPositiondata[3] + ModelViewProjectionPositionslope[3]*x); // / z
-               
+
                // "    vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
                SafeScreenTexCoord[0] = (ModelViewProjectionPositiondata[0] + ModelViewProjectionPositionslope[0]*x) * iw * ScreenScaleRefractReflect[0] + ScreenCenterRefractReflect[0]; // * z (disappears)
                SafeScreenTexCoord[1] = (ModelViewProjectionPositiondata[1] + ModelViewProjectionPositionslope[1]*x) * iw * ScreenScaleRefractReflect[1] + ScreenCenterRefractReflect[1]; // * z (disappears)
@@ -4606,7 +4604,6 @@ void DPSOFTRAST_PixelShader_Refraction(DPSOFTRAST_State_Thread *thread, const DP
                // "    dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * RefractColor;\n"
                DPSOFTRAST_Texture2DBGRA8(texture, 0, ScreenTexCoord[0], ScreenTexCoord[1], c);
 
-               //p = (int) bound(startx, x + (ScreenTexCoord[0] - SafeScreenTexCoord[0]) / (ModelViewProjectionPositionslope[0]*z), endx-1);
                buffer_FragColorbgra8[x*4+0] = c[0] * RefractColor[0];
                buffer_FragColorbgra8[x*4+1] = c[1] * RefractColor[1];
                buffer_FragColorbgra8[x*4+2] = c[2] * RefractColor[2];
@@ -4710,7 +4707,7 @@ static const DPSOFTRAST_ShaderModeInfo DPSOFTRAST_ShaderModeTable[SHADERMODE_COU
        {2, DPSOFTRAST_VertexShader_LightDirectionMap_TangentSpace, DPSOFTRAST_PixelShader_LightDirectionMap_TangentSpace, {DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD1, DPSOFTRAST_ARRAY_TEXCOORD2, DPSOFTRAST_ARRAY_TEXCOORD3, DPSOFTRAST_ARRAY_TEXCOORD4, DPSOFTRAST_ARRAY_TEXCOORD5, DPSOFTRAST_ARRAY_TEXCOORD6, ~0}, {GL20TU_COLOR, GL20TU_PANTS, GL20TU_SHIRT, GL20TU_GLOW, GL20TU_NORMAL, GL20TU_GLOSS, GL20TU_LIGHTMAP, GL20TU_DELUXEMAP, ~0}},
        {2, DPSOFTRAST_VertexShader_LightDirection,                 DPSOFTRAST_PixelShader_LightDirection,                 {DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD1, DPSOFTRAST_ARRAY_TEXCOORD2, DPSOFTRAST_ARRAY_TEXCOORD3, DPSOFTRAST_ARRAY_TEXCOORD5, DPSOFTRAST_ARRAY_TEXCOORD6, ~0}, {GL20TU_COLOR, GL20TU_PANTS, GL20TU_SHIRT, GL20TU_GLOW, GL20TU_NORMAL, GL20TU_GLOSS, ~0}},
        {2, DPSOFTRAST_VertexShader_LightSource,                    DPSOFTRAST_PixelShader_LightSource,                    {DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD1, DPSOFTRAST_ARRAY_TEXCOORD2, DPSOFTRAST_ARRAY_TEXCOORD3, DPSOFTRAST_ARRAY_TEXCOORD4, ~0}, {GL20TU_COLOR, GL20TU_PANTS, GL20TU_SHIRT, GL20TU_GLOW, GL20TU_NORMAL, GL20TU_GLOSS, GL20TU_CUBE, ~0}},
-       {2, DPSOFTRAST_VertexShader_Refraction,                     DPSOFTRAST_PixelShader_Refraction,                     {DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD1, ~0}, {GL20TU_NORMAL, GL20TU_REFRACTION, ~0}},
+       {2, DPSOFTRAST_VertexShader_Refraction,                     DPSOFTRAST_PixelShader_Refraction,                     {DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD4, ~0}, {GL20TU_NORMAL, GL20TU_REFRACTION, ~0}},
        {2, DPSOFTRAST_VertexShader_Water,                          DPSOFTRAST_PixelShader_Water,                          {~0}},
        {2, DPSOFTRAST_VertexShader_ShowDepth,                      DPSOFTRAST_PixelShader_ShowDepth,                      {~0}},
        {2, DPSOFTRAST_VertexShader_DeferredGeometry,               DPSOFTRAST_PixelShader_DeferredGeometry,               {~0}},