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gl_rasterizer: add clipping plane z<=0 defined in PICA
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46d1ca768d
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@ -28,6 +28,9 @@ MICROPROFILE_DEFINE(OpenGL_Blits, "OpenGL", "Blits", MP_RGB(100, 100, 255));
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MICROPROFILE_DEFINE(OpenGL_CacheManagement, "OpenGL", "Cache Mgmt", MP_RGB(100, 255, 100));
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MICROPROFILE_DEFINE(OpenGL_CacheManagement, "OpenGL", "Cache Mgmt", MP_RGB(100, 255, 100));
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RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
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RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
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// Clipping plane 0 is always enabled for PICA fixed clip plane z <= 0
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state.clip_distance[0] = true;
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// Create sampler objects
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// Create sampler objects
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for (size_t i = 0; i < texture_samplers.size(); ++i) {
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for (size_t i = 0; i < texture_samplers.size(); ++i) {
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texture_samplers[i].Create();
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texture_samplers[i].Create();
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@ -1196,6 +1196,8 @@ void main() {
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normquat = vert_normquat;
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normquat = vert_normquat;
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view = vert_view;
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view = vert_view;
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gl_Position = vec4(vert_position.x, vert_position.y, -vert_position.z, vert_position.w);
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gl_Position = vec4(vert_position.x, vert_position.y, -vert_position.z, vert_position.w);
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gl_ClipDistance[0] = -vert_position.z; // fixed PICA clipping plane z <= 0
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// TODO (wwylele): calculate gl_ClipDistance[1] from user-defined clipping plane
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}
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}
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)";
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)";
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@ -68,6 +68,8 @@ OpenGLState::OpenGLState() {
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draw.vertex_buffer = 0;
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draw.vertex_buffer = 0;
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draw.uniform_buffer = 0;
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draw.uniform_buffer = 0;
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draw.shader_program = 0;
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draw.shader_program = 0;
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clip_distance = {};
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}
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}
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void OpenGLState::Apply() const {
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void OpenGLState::Apply() const {
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@ -261,6 +263,17 @@ void OpenGLState::Apply() const {
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glUseProgram(draw.shader_program);
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glUseProgram(draw.shader_program);
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}
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}
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// Clip distance
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for (size_t i = 0; i < clip_distance.size(); ++i) {
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if (clip_distance[i] != cur_state.clip_distance[i]) {
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if (clip_distance[i]) {
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glEnable(GL_CLIP_DISTANCE0 + i);
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} else {
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glDisable(GL_CLIP_DISTANCE0 + i);
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}
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}
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}
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cur_state = *this;
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cur_state = *this;
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}
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}
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@ -4,6 +4,7 @@
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#pragma once
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#pragma once
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#include <array>
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#include <glad/glad.h>
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#include <glad/glad.h>
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namespace TextureUnits {
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namespace TextureUnits {
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@ -123,6 +124,8 @@ public:
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GLuint shader_program; // GL_CURRENT_PROGRAM
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GLuint shader_program; // GL_CURRENT_PROGRAM
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} draw;
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} draw;
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std::array<bool, 2> clip_distance; // GL_CLIP_DISTANCE
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OpenGLState();
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OpenGLState();
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/// Get the currently active OpenGL state
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/// Get the currently active OpenGL state
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