]> git.rm.cloudns.org Git - xonotic/darkplaces.git/commitdiff
also turn off fog on blendfuncs that cannot handle it
authordivverent <divverent@d7cf8633-e32d-0410-b094-e92efae38249>
Sun, 6 Mar 2011 15:51:39 +0000 (15:51 +0000)
committerdivverent <divverent@d7cf8633-e32d-0410-b094-e92efae38249>
Sun, 6 Mar 2011 15:51:39 +0000 (15:51 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@10896 d7cf8633-e32d-0410-b094-e92efae38249

gl_rmain.c

index f09fa60b4aa484f7c13a7850d3b891d636cdea66..8566fd47da12d50662342be4b1348ae7142f017e 100644 (file)
@@ -2082,6 +2082,98 @@ static qboolean R_BlendFuncAllowsColormod(int src, int dst)
                        return false;
        }
 }
+static qboolean R_BlendFuncAllowsFog(int src, int dst)
+{
+       // a blendfunc allows fog if:
+       // a) it can never keep the destination pixel invariant, or
+       // b) it can keep the destination pixel invariant, and still can do so if fogged
+       // this is to prevent unintended side effects from colormod
+
+       // main condition to leave dst color invariant:
+       //   s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d
+       //   src == GL_ZERO:
+       //     s * 0 + d * dst(s, d, sa, da) == d
+       //       => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
+       //       => fog is a problem for GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR only
+       //   src == GL_ONE:
+       //     s + d * dst(s, d, sa, da) == d
+       //       => s == 0
+       //       => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
+       //       => fog is a problem for all of them, because we require s == 0
+       //   src == GL_SRC_COLOR:
+       //     s*s + d * dst(s, d, sa, da) == d
+       //       => s == 0
+       //       => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
+       //       => fog is a problem for all of them, because we require s == 0
+       //   src == GL_ONE_MINUS_SRC_COLOR:
+       //     s*(1-s) + d * dst(s, d, sa, da) == d
+       //       => s == 0 or s == 1
+       //       => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
+       //       => fog is a problem for all of them, because we require s == 0 or s == 1
+       //   src == GL_DST_COLOR
+       //     s*d + d * dst(s, d, sa, da) == d
+       //       => s == 1
+       //       => dst == GL_ZERO/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
+       //       => fog is a problem for all of them, because we require s == 1
+       //     or
+       //       => s == 0
+       //       => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
+       //       => colormod is never problematic for these
+       //       => BUT, we do not know s! We must assume it is problematic
+       //       then... except in GL_ONE case, where we know all invariant
+       //       cases are fine
+       //       => fog is a problem for all of them, because we require s == 0 or s == 1
+       //   src == GL_ONE_MINUS_DST_COLOR
+       //     s*(1-d) + d * dst(s, d, sa, da) == d
+       //       => s == 0 (1-d is impossible to handle for our desired result)
+       //       => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
+       //       => colormod is never problematic for these
+       //       => fog is a problem for all of them, because we require s == 0
+       //   src == GL_SRC_ALPHA
+       //     s*sa + d * dst(s, d, sa, da) == d
+       //       => s == 0, or sa == 0
+       //       => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
+       //       => fog breaks in the case GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR only
+       //   src == GL_ONE_MINUS_SRC_ALPHA
+       //     s*(1-sa) + d * dst(s, d, sa, da) == d
+       //       => s == 0, or sa == 1
+       //       => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
+       //       => colormod breaks in the case GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR only
+       //   src == GL_DST_ALPHA
+       //     s*da + d * dst(s, d, sa, da) == d
+       //       => s == 0
+       //       => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
+       //       => fog is a problem for all of them, because we require s == 0
+
+       switch(src)
+       {
+               case GL_ZERO:
+               case GL_SRC_ALPHA:
+               case GL_ONE_MINUS_SRC_ALPHA:
+                       if(dst == GL_SRC_COLOR || dst == GL_ONE_MINUS_SRC_COLOR)
+                               return false;
+                       return true;
+               case GL_ONE_MINUS_SRC_COLOR:
+               case GL_ONE_MINUS_DST_COLOR:
+                       if(dst == GL_ONE || dst == GL_SRC_COLOR || dst == GL_ONE_MINUS_SRC_COLOR || dst == GL_SRC_ALPHA || dst == GL_ONE_MINUS_SRC_ALPHA)
+                               return false;
+                       return true;
+               case GL_ONE:
+               case GL_SRC_COLOR:
+               case GL_DST_ALPHA:
+                       if(dst == GL_ONE || dst == GL_ONE_MINUS_SRC_COLOR || dst == GL_SRC_ALPHA || dst == GL_ONE_MINUS_SRC_ALPHA)
+                               return false;
+                       return true;
+               case GL_DST_COLOR:
+                       if(dst == GL_ZERO || dst == GL_ONE_MINUS_SRC_COLOR || dst == GL_SRC_ALPHA || dst == GL_ONE_MINUS_SRC_ALPHA)
+                               return false;
+                       return true;
+               case GL_ONE_MINUS_DST_ALPHA:
+                       return true;
+               default:
+                       return false;
+       }
+}
 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane)
 {
        // select a permutation of the lighting shader appropriate to this
@@ -2091,6 +2183,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
        unsigned int permutation = 0;
        unsigned int mode = 0;
        qboolean allow_colormod;
+       qboolean allow_fog;
        static float dummy_colormod[3] = {1, 1, 1};
        float *colormod = rsurface.colormod;
        float m16f[16];
@@ -2111,12 +2204,14 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                                // this is the right thing to do for wateralpha
                                GL_BlendFunc(GL_ONE, GL_ZERO);
                                allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
+                               allow_fog = R_BlendFuncAllowsFog(GL_ONE, GL_ZERO);
                        }
                        else
                        {
                                // this is the right thing to do for entity alpha
                                GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
                                allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+                               allow_fog = R_BlendFuncAllowsFog(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
                        }
                }
                else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
@@ -2124,6 +2219,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        mode = SHADERMODE_REFRACTION;
                        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
                        allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+                       allow_fog = R_BlendFuncAllowsFog(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
                }
                else
                {
@@ -2131,6 +2227,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        permutation |= SHADERPERMUTATION_DIFFUSE;
                        GL_BlendFunc(GL_ONE, GL_ZERO);
                        allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
+                       allow_fog = R_BlendFuncAllowsFog(GL_ONE, GL_ZERO);
                }
        }
        else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
@@ -2156,6 +2253,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
                GL_BlendFunc(GL_ONE, GL_ZERO);
                allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
+               allow_fog = R_BlendFuncAllowsFog(GL_ONE, GL_ZERO);
        }
        else if (rsurfacepass == RSURFPASS_RTLIGHT)
        {
@@ -2205,6 +2303,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        permutation |= SHADERPERMUTATION_REFLECTCUBE;
                GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
                allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE);
+               allow_fog = R_BlendFuncAllowsFog(GL_SRC_ALPHA, GL_ONE);
        }
        else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
        {
@@ -2250,6 +2349,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        permutation |= SHADERPERMUTATION_REFLECTCUBE;
                GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
                allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
+               allow_fog = R_BlendFuncAllowsFog(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
        }
        else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
        {
@@ -2301,6 +2401,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        permutation |= SHADERPERMUTATION_BOUNCEGRID;
                GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
                allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
+               allow_fog = R_BlendFuncAllowsFog(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
        }
        else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
        {
@@ -2349,6 +2450,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        permutation |= SHADERPERMUTATION_BOUNCEGRID;
                GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
                allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
+               allow_fog = R_BlendFuncAllowsFog(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
        }
        else
        {
@@ -2433,9 +2535,12 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        permutation |= SHADERPERMUTATION_BOUNCEGRID;
                GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
                allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
+               allow_fog = R_BlendFuncAllowsFog(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
        }
        if(!allow_colormod)
                colormod = dummy_colormod;
+       if(!allow_fog)
+               permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
        switch(vid.renderpath)
        {
        case RENDERPATH_D3D9: