Reflect: Disable Stencil as for now

This commit is contained in:
korenkonder
2024-09-29 09:32:34 +03:00
parent 925535d337
commit a956f335cc
+15
View File
@@ -24,6 +24,8 @@
#include "static_var.hpp"
#include "texture.hpp"
#define REFLECT_STENCIL (0)
static void draw_pass_shadow_begin_make_shadowmap(Shadow* shad, int32_t index, int32_t a3);
static void draw_pass_shadow_end_make_shadowmap(Shadow* shad, int32_t index, int32_t a3);
static void draw_pass_shadow_filter(RenderTexture* a1, RenderTexture* a2,
@@ -42,7 +44,10 @@ static int32_t draw_pass_3d_translucent_count_layers(render_context* rctx,
int32_t* alpha_array, mdl::ObjType opaque,
mdl::ObjType transparent, mdl::ObjType translucent);
static void draw_pass_3d_translucent_has_objects(render_context* rctx, bool* arr, mdl::ObjType type);
#if REFLECT_STENCIL
static void draw_pass_reflect_stencil(render_context* rctx, mdl::ObjType type);
#endif
static void blur_filter_apply(render_context* rctx, RenderTexture* dst, RenderTexture* src,
blur_filter_mode filter, const vec2 res_scale, const vec4 scale, const vec4 offset);
@@ -69,7 +74,11 @@ namespace rndr {
static const RenderTextureData render_manager_render_texture_data_array[] = {
{ GL_TEXTURE_2D, 0x200, 0x100, 0, GL_RGBA8 , GL_DEPTH_COMPONENT24 },
#if REFLECT_STENCIL
{ GL_TEXTURE_2D, 0x200, 0x100, 0, GL_RGBA16F, GL_DEPTH24_STENCIL8 },
#else
{ GL_TEXTURE_2D, 0x200, 0x100, 0, GL_RGBA16F, GL_DEPTH_COMPONENT24 },
#endif
{ GL_TEXTURE_2D, 0x400, 0x400, 0, GL_RGBA8 , GL_ZERO },
{ GL_TEXTURE_2D, 0x400, 0x400, 0, GL_RGBA8 , GL_ZERO },
{ GL_TEXTURE_2D, 0x400, 0x400, 0, GL_RGBA8 , GL_ZERO },
@@ -684,6 +693,7 @@ namespace rndr {
else
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
#if REFLECT_STENCIL
if (sv_better_reflect) {
gl_state_set_stencil_mask(0xFF);
@@ -712,6 +722,7 @@ namespace rndr {
gl_state_set_stencil_mask(0x00);
}
#endif
rctx->draw_state->shader_index = SHADER_FT_S_REFL;
@@ -809,8 +820,10 @@ namespace rndr {
uniform_value[U_REFLECT] = 0;
rctx->draw_state->shader_index = -1;
#if REFLECT_STENCIL
if (sv_better_reflect)
gl_state_disable_stencil_test();
#endif
for (int32_t i = reflect_blur_num, j = 0; i > 0; i--, j++) {
blur_filter_apply(rctx, &refl_buf_tex, &refl_tex,
@@ -2010,6 +2023,7 @@ static void draw_pass_3d_translucent_has_objects(render_context* rctx, bool* arr
}
}
#if REFLECT_STENCIL
static void draw_pass_reflect_stencil(render_context* rctx, mdl::ObjType type) {
if (type < 0 || type >= mdl::OBJ_TYPE_MAX || rctx->disp_manager->get_obj_count(type) < 1)
return;
@@ -2080,6 +2094,7 @@ static void draw_pass_reflect_stencil(render_context* rctx, mdl::ObjType type) {
for (int32_t i = 0; i < 5; i++)
gl_state_bind_sampler(i, 0);
}
#endif
static void blur_filter_apply(render_context* rctx, RenderTexture* dst, RenderTexture* src,
blur_filter_mode filter, const vec2 res_scale, const vec4 scale, const vec4 offset) {