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https://github.com/RetroDECK/Supermodel.git
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Implement LOD blending
If two translucent polygons with opposing patterns overlap the result is always opaque Also the LOD scale calculation depends on Euclidean distance of x, y and z, not just z
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@ -714,46 +714,69 @@ void CNew3D::DescendCullingNode(UINT32 addr)
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}
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}
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float LODscale = fBlendRadius * m_nodeAttribs.currentModelScale / std::abs(m_modelMat.currentMatrix[14]);
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float LODscale;
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if (m_nodeAttribs.currentDisableCulling)
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LODscale = FLT_MAX;
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else
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{
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float distance = std::hypot(m_modelMat.currentMatrix[12], m_modelMat.currentMatrix[13], m_modelMat.currentMatrix[14]);
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LODscale = fBlendRadius * m_nodeAttribs.currentModelScale / distance;
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}
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const LODFeatureType& lodTableEntry = m_LODBlendTable->table[lodTablePointer];
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if (m_nodeAttribs.currentDisableCulling)
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{
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m_nodeAttribs.currentModelAlpha = 1.0f;
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}
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else
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{
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float nodeAlpha = lodTableEntry.lod[3].blendFactor * (LODscale - lodTableEntry.lod[3].deleteSize);
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nodeAlpha = std::clamp(nodeAlpha, 0.0f, 1.0f);
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m_nodeAttribs.currentModelAlpha *= nodeAlpha; // alpha of each node multiples by the alpha of its parent
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}
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if (m_nodeAttribs.currentClipStatus != Clip::OUTSIDE && m_nodeAttribs.currentModelAlpha > 0.0f) {
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if (m_nodeAttribs.currentClipStatus != Clip::OUTSIDE && LODscale >= lodTableEntry.lod[3].deleteSize) {
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// Descend down first link
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if ((node[0x00] & 0x08)) // 4-element LOD table
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{
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lodPtr = TranslateCullingAddress(child1Ptr);
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// determine which LOD to use; we do not currently blend between LODs
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int modelLOD;
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for (modelLOD = 0; modelLOD < 3; modelLOD++)
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if (NULL != lodPtr)
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{
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if (LODscale >= lodTableEntry.lod[modelLOD].deleteSize)
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break;
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}
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int modelLOD;
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for (modelLOD = 0; modelLOD < 3; modelLOD++)
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{
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if (LODscale >= lodTableEntry.lod[modelLOD].deleteSize && lodPtr[modelLOD] & 0x1000000)
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break;
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}
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float tempAlpha = m_nodeAttribs.currentModelAlpha;
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float nodeAlpha = lodTableEntry.lod[modelLOD].blendFactor * (LODscale - lodTableEntry.lod[modelLOD].deleteSize);
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nodeAlpha = std::clamp(nodeAlpha, 0.0f, 1.0f);
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if (nodeAlpha > 15.0f / 16.0f) // shader discards pixels below 1/16 alpha
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nodeAlpha = 1.0f;
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else if (nodeAlpha < 1.0f / 16.0f)
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nodeAlpha = 0.0f;
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m_nodeAttribs.currentModelAlpha *= nodeAlpha; // alpha of each node multiples by the alpha of its parent
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if (NULL != lodPtr) {
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if ((node[0x03 - m_offset] & 0x20000000)) {
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DescendCullingNode(lodPtr[modelLOD] & 0xFFFFFF);
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if (nodeAlpha < 1.0f && modelLOD != 3)
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{
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m_nodeAttribs.currentModelAlpha = (1.0f - nodeAlpha) * tempAlpha;
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DescendCullingNode(lodPtr[modelLOD+1] & 0xFFFFFF);
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}
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}
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else {
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DrawModel(lodPtr[modelLOD] & 0xFFFFFF);
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if (nodeAlpha < 1.0f && modelLOD != 3)
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{
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m_nodeAttribs.currentModelAlpha = (1.0f - nodeAlpha) * tempAlpha;
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DrawModel(lodPtr[modelLOD + 1] & 0xFFFFFF);
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}
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}
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}
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}
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else {
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float nodeAlpha = lodTableEntry.lod[3].blendFactor * (LODscale - lodTableEntry.lod[3].deleteSize);
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nodeAlpha = std::clamp(nodeAlpha, 0.0f, 1.0f);
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m_nodeAttribs.currentModelAlpha *= nodeAlpha; // alpha of each node multiples by the alpha of its parent
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DescendNodePtr(child1Ptr);
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}
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@ -275,15 +275,17 @@ void R3DFrameBuffers::AllocShaderTrans()
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vec4 colTrans1 = texture(tex1, fsTexCoord);
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vec4 colTrans2 = texture(tex2, fsTexCoord);
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if(colTrans1.a+colTrans2.a > 0.0) {
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vec3 col1 = colTrans1.rgb * colTrans1.a;
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vec3 col2 = colTrans2.rgb * colTrans2.a;
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colTrans1 = vec4((col1+col2) / (colTrans1.a + colTrans2.a), // this is my best guess at the blending between the layers
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colTrans1.a+colTrans2.a);
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// if both transparency layers overlap, the result is opaque
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if (colTrans1.a * colTrans2.a > 0.0) {
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vec3 mixCol = mix(colTrans1.rgb, colTrans2.rgb, (colTrans2.a + (1.0 - colTrans1.a)) / 2.0);
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fragColor = vec4(mixCol, 1.0);
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}
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else if (colTrans1.a > 0.0) {
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fragColor = colTrans1;
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}
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else {
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fragColor = colTrans2; // if alpha is zero it will have no effect anyway
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}
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fragColor = colTrans1;
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}
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)glsl";
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