diff --git a/Src/Graphics/New3D/Model.h b/Src/Graphics/New3D/Model.h index 62daf8d..590908e 100644 --- a/Src/Graphics/New3D/Model.h +++ b/Src/Graphics/New3D/Model.h @@ -147,6 +147,7 @@ struct Mesh bool highPriority = false; // rendered over the top bool transLSelect = false; // actually the transparency layer, false = layer 0, true = layer 1 bool translatorMap = false; // colours are multiplied by 16 + bool noLosReturn = false; // line of sight test // lighting bool fixedShading = false; diff --git a/Src/Graphics/New3D/New3D.cpp b/Src/Graphics/New3D/New3D.cpp index dff3b02..e12ebd5 100644 --- a/Src/Graphics/New3D/New3D.cpp +++ b/Src/Graphics/New3D/New3D.cpp @@ -324,8 +324,8 @@ void CNew3D::SetRenderStates() glActiveTexture (GL_TEXTURE0); glDisable (GL_CULL_FACE); // we'll emulate this in the shader - glStencilFunc (GL_EQUAL, 0, 0xFF); // basically stencil test passes if the value is zero - glStencilOp (GL_KEEP, GL_INCR, GL_INCR); // if the stencil test passes, we increment the value + glEnable (GL_STENCIL_TEST); + glStencilOp (GL_KEEP, GL_KEEP, GL_REPLACE); glStencilMask (0xFF); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); @@ -1160,6 +1160,7 @@ void CNew3D::SetMeshValues(SortingMesh *currentMesh, PolyHeader &ph) currentMesh->specularValue = ph.SpecularValue(); currentMesh->fogIntensity = ph.LightModifier(); currentMesh->translatorMap = ph.TranslatorMap(); + currentMesh->noLosReturn = ph.NoLosReturn(); if (currentMesh->textured) { @@ -1827,17 +1828,32 @@ bool CNew3D::ProcessLos(int priority) float depth; glReadPixels(losX, losY, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &depth); - if (depth < 0.99f || depth == 1.0f) { // kinda guess work but when depth = 1, haven't drawn anything, when 0.99~ drawing sky somewhere far - return false; - } - depth = 2.0f * depth - 1.0f; float zNear = m_nfPairs[priority].zNear; float zFar = m_nfPairs[priority].zFar; float zVal = 2.0f * zNear * zFar / (zFar + zNear - depth * (zFar - zNear)); + // real3d test program indicates that return values are 1/zVal + zVal = 1.0f / zVal; + + GLubyte stencilVal; + glReadPixels(losX, losY, 1, 1, GL_STENCIL_INDEX, GL_UNSIGNED_BYTE, &stencilVal); + + // if the stencil val is zero that means we've hit sky or whatever, if it hits a 1 we've hit geometry + // the real3d returns 1 in the top bit of the float if the line of sight test passes (ie doesn't hit geometry) + + auto zValP = reinterpret_cast(&zVal); // this is legal in c++, casting to int technically isn't + + if (stencilVal == 0) { + zValP[0] |= 1; // set first bit to 1 + } + else { + zValP[0] &= 0xFE; // set first bit to zero + } + m_losBack->value[priority] = zVal; + return true; } } diff --git a/Src/Graphics/New3D/PolyHeader.cpp b/Src/Graphics/New3D/PolyHeader.cpp index eb6f230..97dfdd1 100644 --- a/Src/Graphics/New3D/PolyHeader.cpp +++ b/Src/Graphics/New3D/PolyHeader.cpp @@ -408,6 +408,7 @@ UINT64 PolyHeader::Hash() hash |= (UINT64)FixedShading() << 34; // bits 34 fixed shading hash |= (UINT64)(header[0] >> 26) << 35; // bits 35-40 specular coefficient (opacity) hash |= (UINT64)(header[6] & 0x3FFFF) << 41; // bits 41-58 Translucency pattern select / disable lighting / Polygon light modifier / Texture enable / Texture format / Shininess / High priority / Layered polygon / Translucency mode + hash |= (UINT64)NoLosReturn() << 59; // bits 59 no line of sight return return hash; } diff --git a/Src/Graphics/New3D/R3DShader.cpp b/Src/Graphics/New3D/R3DShader.cpp index 307f2bd..ead8ef5 100644 --- a/Src/Graphics/New3D/R3DShader.cpp +++ b/Src/Graphics/New3D/R3DShader.cpp @@ -28,6 +28,7 @@ void R3DShader::Start() m_lightEnabled = false; m_specularEnabled = false; m_layered = false; + m_noLosReturn = false; m_textureInverted = false; m_fixedShading = false; m_translatorMap = false; @@ -299,12 +300,12 @@ void R3DShader::SetMeshUniforms(const Mesh* m) if (m_dirtyMesh || m->layered != m_layered) { m_layered = m->layered; - if (m_layered) { - glEnable(GL_STENCIL_TEST); - } - else { - glDisable(GL_STENCIL_TEST); - } + // i think it should just disable z write, but the polys I think must be written first + } + + if (m_dirtyMesh || m->noLosReturn != m_noLosReturn) { + m_noLosReturn = m->noLosReturn; + glStencilFunc(GL_ALWAYS, m_noLosReturn, -1); // we'll write either a 0 or 1 to the stencil buffer } m_dirtyMesh = false; diff --git a/Src/Graphics/New3D/R3DShader.h b/Src/Graphics/New3D/R3DShader.h index ddf7c9b..778a910 100644 --- a/Src/Graphics/New3D/R3DShader.h +++ b/Src/Graphics/New3D/R3DShader.h @@ -70,6 +70,7 @@ private: bool m_translatorMap; bool m_layered; + bool m_noLosReturn; float m_microTexScale; int m_microTexID; int m_baseTexInfo[4]; diff --git a/Src/Model3/Real3D.cpp b/Src/Model3/Real3D.cpp index 622dcda..7261cd4 100644 --- a/Src/Model3/Real3D.cpp +++ b/Src/Model3/Real3D.cpp @@ -809,12 +809,6 @@ uint32_t CReal3D::ReadRegister(unsigned reg) int index = (reg - 20) / 4; float val = Render3D->GetLosValue(index); - - if (val != 0.f) { - //val = 1.0f / val; // test program indicate z values are 1 over - return 0xffffffff; // infinity - } - return *(uint32_t*)(&val); }