mirror of
https://github.com/ddnet/ddnet.git
synced 2024-11-10 10:08:18 +00:00
calculate the LOD on CPU side and restrict mipmap levels for huge
textures to remove bad looking mipmap generations at high zoom levels
This commit is contained in:
parent
43fa2fd1a7
commit
26bd800d63
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@ -5,7 +5,7 @@ layout (location = 1) in vec2 inVertexTexCoord;
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layout (location = 2) in ivec2 inVertexTexRightOrBottom;
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layout (location = 2) in ivec2 inVertexTexRightOrBottom;
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uniform mat4x2 Pos;
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uniform mat4x2 Pos;
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uniform float ZoomFactor;
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uniform float LOD;
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uniform vec2 Dir;
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uniform vec2 Dir;
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@ -18,8 +18,8 @@ void main()
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VertPos.y += Dir.y * (gl_InstanceID+1);
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VertPos.y += Dir.y * (gl_InstanceID+1);
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gl_Position = vec4(Pos * VertPos, 0.0, 1.0);
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gl_Position = vec4(Pos * VertPos, 0.0, 1.0);
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float F1 = -(0.75/1024.0) * ZoomFactor;
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float F1 = -(0.5/(1024.0 * pow(0.5, (LOD+1.0))));
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float F2 = (1.75/1024.0) * ZoomFactor;
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float F2 = (0.5/(1024.0 * pow(0.5, (LOD+1.0))));
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float tx = (inVertexTexCoord.x/(16.0)) - (inVertexTexRightOrBottom.x == 0 ? 0.0 : (1.0/1024.0));
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float tx = (inVertexTexCoord.x/(16.0)) - (inVertexTexRightOrBottom.x == 0 ? 0.0 : (1.0/1024.0));
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float ty = (inVertexTexCoord.y/(16.0)) - (inVertexTexRightOrBottom.y == 0 ? 0.0 : (1.0/1024.0));
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float ty = (inVertexTexCoord.y/(16.0)) - (inVertexTexRightOrBottom.y == 0 ? 0.0 : (1.0/1024.0));
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texCoord = vec2(tx + (inVertexTexRightOrBottom.x == 0 ? F2 : F1), ty + (inVertexTexRightOrBottom.y == 0 ? F2 : F1));
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texCoord = vec2(tx + (inVertexTexRightOrBottom.x == 0 ? F2 : F1), ty + (inVertexTexRightOrBottom.y == 0 ? F2 : F1));
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@ -5,7 +5,7 @@ layout (location = 1) in vec2 inVertexTexCoord;
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layout (location = 2) in ivec2 inVertexTexRightOrBottom;
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layout (location = 2) in ivec2 inVertexTexRightOrBottom;
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uniform mat4x2 Pos;
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uniform mat4x2 Pos;
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uniform float ZoomFactor;
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uniform float LOD;
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uniform vec2 Offset;
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uniform vec2 Offset;
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uniform vec2 Dir;
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uniform vec2 Dir;
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@ -22,8 +22,8 @@ void main()
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VertPos.y += Offset.y + Dir.y * YCount;
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VertPos.y += Offset.y + Dir.y * YCount;
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gl_Position = vec4(Pos * VertPos, 0.0, 1.0);
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gl_Position = vec4(Pos * VertPos, 0.0, 1.0);
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float F1 = -(0.75/1024.0) * ZoomFactor;
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float F1 = -(0.5/(1024.0 * pow(0.5, (LOD+1.0))));
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float F2 = (1.75/1024.0) * ZoomFactor;
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float F2 = (0.5/(1024.0 * pow(0.5, (LOD+1.0))));
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float tx = (inVertexTexCoord.x/(16.0)) - (inVertexTexRightOrBottom.x == 0 ? 0.0 : (1.0/1024.0));
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float tx = (inVertexTexCoord.x/(16.0)) - (inVertexTexRightOrBottom.x == 0 ? 0.0 : (1.0/1024.0));
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float ty = (inVertexTexCoord.y/(16.0)) - (inVertexTexRightOrBottom.y == 0 ? 0.0 : (1.0/1024.0));
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float ty = (inVertexTexCoord.y/(16.0)) - (inVertexTexRightOrBottom.y == 0 ? 0.0 : (1.0/1024.0));
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texCoord = vec2(tx + (inVertexTexRightOrBottom.x == 0 ? F2 : F1), ty + (inVertexTexRightOrBottom.y == 0 ? F2 : F1));
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texCoord = vec2(tx + (inVertexTexRightOrBottom.x == 0 ? F2 : F1), ty + (inVertexTexRightOrBottom.y == 0 ? F2 : F1));
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@ -5,16 +5,16 @@ layout (location = 1) in vec2 inVertexTexCoord;
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layout (location = 2) in ivec2 inVertexTexRightOrBottom;
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layout (location = 2) in ivec2 inVertexTexRightOrBottom;
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uniform mat4x2 Pos;
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uniform mat4x2 Pos;
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uniform float ZoomFactor;
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uniform float LOD;
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noperspective out vec2 texCoord;
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noperspective out vec2 texCoord;
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void main()
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void main()
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{
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{
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gl_Position = vec4(Pos * vec4(inVertex, 0.0, 1.0), 0.0, 1.0);
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gl_Position = vec4(Pos * vec4(inVertex, 0.0, 1.0), 0.0, 1.0);
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float F1 = -(0.75/1024.0) * ZoomFactor;
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float F1 = -(0.5/(1024.0 * pow(0.5, (LOD+1.0))));
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float F2 = (1.75/1024.0) * ZoomFactor;
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float F2 = (0.5/(1024.0 * pow(0.5, (LOD+1.0))));
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float tx = (inVertexTexCoord.x/(16.0)) - (inVertexTexRightOrBottom.x == 0 ? 0.0 : (1.0/1024.0));
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float tx = (inVertexTexCoord.x/(16.0));
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float ty = (inVertexTexCoord.y/(16.0)) - (inVertexTexRightOrBottom.y == 0 ? 0.0 : (1.0/1024.0));
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float ty = (inVertexTexCoord.y/(16.0));
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texCoord = vec2(tx + (inVertexTexRightOrBottom.x == 0 ? F2 : F1), ty + (inVertexTexRightOrBottom.y == 0 ? F2 : F1));
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texCoord = vec2(tx + (inVertexTexRightOrBottom.x == 0 ? F2 : F1), ty + (inVertexTexRightOrBottom.y == 0 ? F2 : F1));
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}
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}
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@ -621,7 +621,7 @@ void CCommandProcessorFragment_OpenGL3_3::Cmd_Init(const SCommand_Init *pCommand
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m_pTileProgram->m_LocIsTextured = -1;
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m_pTileProgram->m_LocIsTextured = -1;
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m_pTileProgram->m_LocTextureSampler = -1;
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m_pTileProgram->m_LocTextureSampler = -1;
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m_pTileProgram->m_LocColor = m_pTileProgram->GetUniformLoc("vertColor");
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m_pTileProgram->m_LocColor = m_pTileProgram->GetUniformLoc("vertColor");
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m_pTileProgram->m_LocZoomFactor = -1;
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m_pTileProgram->m_LocLOD = -1;
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}
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}
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{
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{
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CGLSL VertexShader;
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CGLSL VertexShader;
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@ -640,7 +640,7 @@ void CCommandProcessorFragment_OpenGL3_3::Cmd_Init(const SCommand_Init *pCommand
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m_pTileProgramTextured->m_LocIsTextured = -1;
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m_pTileProgramTextured->m_LocIsTextured = -1;
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m_pTileProgramTextured->m_LocTextureSampler = m_pTileProgramTextured->GetUniformLoc("textureSampler");
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m_pTileProgramTextured->m_LocTextureSampler = m_pTileProgramTextured->GetUniformLoc("textureSampler");
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m_pTileProgramTextured->m_LocColor = m_pTileProgramTextured->GetUniformLoc("vertColor");
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m_pTileProgramTextured->m_LocColor = m_pTileProgramTextured->GetUniformLoc("vertColor");
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m_pTileProgramTextured->m_LocZoomFactor = m_pTileProgramTextured->GetUniformLoc("ZoomFactor");
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m_pTileProgramTextured->m_LocLOD = m_pTileProgramTextured->GetUniformLoc("LOD");
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}
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}
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{
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{
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CGLSL VertexShader;
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CGLSL VertexShader;
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@ -659,7 +659,7 @@ void CCommandProcessorFragment_OpenGL3_3::Cmd_Init(const SCommand_Init *pCommand
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m_pBorderTileProgram->m_LocIsTextured = -1;
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m_pBorderTileProgram->m_LocIsTextured = -1;
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m_pBorderTileProgram->m_LocTextureSampler = -1;
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m_pBorderTileProgram->m_LocTextureSampler = -1;
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m_pBorderTileProgram->m_LocColor = m_pBorderTileProgram->GetUniformLoc("vertColor");
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m_pBorderTileProgram->m_LocColor = m_pBorderTileProgram->GetUniformLoc("vertColor");
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m_pBorderTileProgram->m_LocZoomFactor = -1;
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m_pBorderTileProgram->m_LocLOD = -1;
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m_pBorderTileProgram->m_LocOffset = m_pBorderTileProgram->GetUniformLoc("Offset");
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m_pBorderTileProgram->m_LocOffset = m_pBorderTileProgram->GetUniformLoc("Offset");
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m_pBorderTileProgram->m_LocDir = m_pBorderTileProgram->GetUniformLoc("Dir");
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m_pBorderTileProgram->m_LocDir = m_pBorderTileProgram->GetUniformLoc("Dir");
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m_pBorderTileProgram->m_LocJumpIndex = m_pBorderTileProgram->GetUniformLoc("JumpIndex");
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m_pBorderTileProgram->m_LocJumpIndex = m_pBorderTileProgram->GetUniformLoc("JumpIndex");
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@ -681,7 +681,7 @@ void CCommandProcessorFragment_OpenGL3_3::Cmd_Init(const SCommand_Init *pCommand
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m_pBorderTileProgramTextured->m_LocIsTextured = -1;
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m_pBorderTileProgramTextured->m_LocIsTextured = -1;
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m_pBorderTileProgramTextured->m_LocTextureSampler = m_pBorderTileProgramTextured->GetUniformLoc("textureSampler");
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m_pBorderTileProgramTextured->m_LocTextureSampler = m_pBorderTileProgramTextured->GetUniformLoc("textureSampler");
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m_pBorderTileProgramTextured->m_LocColor = m_pBorderTileProgramTextured->GetUniformLoc("vertColor");
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m_pBorderTileProgramTextured->m_LocColor = m_pBorderTileProgramTextured->GetUniformLoc("vertColor");
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m_pBorderTileProgramTextured->m_LocZoomFactor = m_pBorderTileProgramTextured->GetUniformLoc("ZoomFactor");
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m_pBorderTileProgramTextured->m_LocLOD = m_pBorderTileProgramTextured->GetUniformLoc("LOD");
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m_pBorderTileProgramTextured->m_LocOffset = m_pBorderTileProgramTextured->GetUniformLoc("Offset");
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m_pBorderTileProgramTextured->m_LocOffset = m_pBorderTileProgramTextured->GetUniformLoc("Offset");
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m_pBorderTileProgramTextured->m_LocDir = m_pBorderTileProgramTextured->GetUniformLoc("Dir");
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m_pBorderTileProgramTextured->m_LocDir = m_pBorderTileProgramTextured->GetUniformLoc("Dir");
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m_pBorderTileProgramTextured->m_LocJumpIndex = m_pBorderTileProgramTextured->GetUniformLoc("JumpIndex");
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m_pBorderTileProgramTextured->m_LocJumpIndex = m_pBorderTileProgramTextured->GetUniformLoc("JumpIndex");
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@ -703,7 +703,7 @@ void CCommandProcessorFragment_OpenGL3_3::Cmd_Init(const SCommand_Init *pCommand
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m_pBorderTileLineProgram->m_LocIsTextured = -1;
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m_pBorderTileLineProgram->m_LocIsTextured = -1;
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m_pBorderTileLineProgram->m_LocTextureSampler = -1;
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m_pBorderTileLineProgram->m_LocTextureSampler = -1;
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m_pBorderTileLineProgram->m_LocColor = m_pBorderTileLineProgram->GetUniformLoc("vertColor");
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m_pBorderTileLineProgram->m_LocColor = m_pBorderTileLineProgram->GetUniformLoc("vertColor");
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m_pBorderTileLineProgram->m_LocZoomFactor = -1;
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m_pBorderTileLineProgram->m_LocLOD = -1;
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m_pBorderTileLineProgram->m_LocDir = m_pBorderTileLineProgram->GetUniformLoc("Dir");
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m_pBorderTileLineProgram->m_LocDir = m_pBorderTileLineProgram->GetUniformLoc("Dir");
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}
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}
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{
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{
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@ -723,7 +723,7 @@ void CCommandProcessorFragment_OpenGL3_3::Cmd_Init(const SCommand_Init *pCommand
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m_pBorderTileLineProgramTextured->m_LocIsTextured = -1;
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m_pBorderTileLineProgramTextured->m_LocIsTextured = -1;
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m_pBorderTileLineProgramTextured->m_LocTextureSampler = m_pBorderTileLineProgramTextured->GetUniformLoc("textureSampler");
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m_pBorderTileLineProgramTextured->m_LocTextureSampler = m_pBorderTileLineProgramTextured->GetUniformLoc("textureSampler");
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m_pBorderTileLineProgramTextured->m_LocColor = m_pBorderTileLineProgramTextured->GetUniformLoc("vertColor");
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m_pBorderTileLineProgramTextured->m_LocColor = m_pBorderTileLineProgramTextured->GetUniformLoc("vertColor");
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m_pBorderTileLineProgramTextured->m_LocZoomFactor = m_pBorderTileLineProgramTextured->GetUniformLoc("ZoomFactor");
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m_pBorderTileLineProgramTextured->m_LocLOD = m_pBorderTileLineProgramTextured->GetUniformLoc("LOD");
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m_pBorderTileLineProgramTextured->m_LocDir = m_pBorderTileLineProgramTextured->GetUniformLoc("Dir");
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m_pBorderTileLineProgramTextured->m_LocDir = m_pBorderTileLineProgramTextured->GetUniformLoc("Dir");
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}
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}
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@ -926,7 +926,14 @@ void CCommandProcessorFragment_OpenGL3_3::Cmd_Texture_Create(const CCommandBuffe
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{
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{
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glSamplerParameteri(m_aTextures[pCommand->m_Slot].m_Sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glSamplerParameteri(m_aTextures[pCommand->m_Slot].m_Sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glSamplerParameteri(m_aTextures[pCommand->m_Slot].m_Sampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
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glSamplerParameteri(m_aTextures[pCommand->m_Slot].m_Sampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
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gluBuild2DMipmaps(GL_TEXTURE_2D, StoreOglformat, Width, Height, Oglformat, GL_UNSIGNED_BYTE, pTexData);
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//prevent mipmap display bugs, when zooming out far
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if(Width >= 1024 && Height >= 1024)
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{
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 5);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LOD, 5);
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}
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glTexImage2D(GL_TEXTURE_2D, 0, StoreOglformat, Width, Height, 0, Oglformat, GL_UNSIGNED_BYTE, pTexData);
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glGenerateMipmap(GL_TEXTURE_2D);
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}
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}
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//this is the initial value for the wrap modes
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//this is the initial value for the wrap modes
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@ -1166,7 +1173,7 @@ void CCommandProcessorFragment_OpenGL3_3::Cmd_RenderBorderTile(const CCommandBuf
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}
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}
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else pProgram = m_pBorderTileProgram;
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else pProgram = m_pBorderTileProgram;
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pProgram->UseProgram();
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pProgram->UseProgram();
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if(pProgram->m_LocZoomFactor != -1) pProgram->SetUniform(pProgram->m_LocZoomFactor, (float)(pCommand->m_ZoomScreenRatio < .5f ? .5f : pCommand->m_ZoomScreenRatio));
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if(pProgram->m_LocLOD != -1) pProgram->SetUniform(pProgram->m_LocLOD, (float)(pCommand->m_LOD));
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SetState(pCommand->m_State, pProgram);
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SetState(pCommand->m_State, pProgram);
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pProgram->SetUniformVec4(pProgram->m_LocColor, 1, (float*)&pCommand->m_Color);
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pProgram->SetUniformVec4(pProgram->m_LocColor, 1, (float*)&pCommand->m_Color);
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}
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}
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else pProgram = m_pBorderTileLineProgram;
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else pProgram = m_pBorderTileLineProgram;
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pProgram->UseProgram();
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pProgram->UseProgram();
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if(pProgram->m_LocZoomFactor != -1) pProgram->SetUniform(pProgram->m_LocZoomFactor, (float)(pCommand->m_ZoomScreenRatio < .5f ? .5f : pCommand->m_ZoomScreenRatio));
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if(pProgram->m_LocLOD != -1) pProgram->SetUniform(pProgram->m_LocLOD, (float)(pCommand->m_LOD));
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SetState(pCommand->m_State, pProgram);
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SetState(pCommand->m_State, pProgram);
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pProgram->SetUniformVec4(pProgram->m_LocColor, 1, (float*)&pCommand->m_Color);
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pProgram->SetUniformVec4(pProgram->m_LocColor, 1, (float*)&pCommand->m_Color);
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else pProgram = m_pTileProgram;
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else pProgram = m_pTileProgram;
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pProgram->UseProgram();
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pProgram->UseProgram();
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if(pProgram->m_LocZoomFactor != -1) pProgram->SetUniform(pProgram->m_LocZoomFactor, (float)(pCommand->m_ZoomScreenRatio < .5f ? .5f : pCommand->m_ZoomScreenRatio));
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if(pProgram->m_LocLOD != -1) pProgram->SetUniform(pProgram->m_LocLOD, (float)(pCommand->m_LOD));
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SetState(pCommand->m_State, pProgram);
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SetState(pCommand->m_State, pProgram);
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pProgram->SetUniformVec4(pProgram->m_LocColor, 1, (float*)&pCommand->m_Color);
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pProgram->SetUniformVec4(pProgram->m_LocColor, 1, (float*)&pCommand->m_Color);
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@ -18,7 +18,7 @@
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#include <engine/keys.h>
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#include <engine/keys.h>
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#include <engine/console.h>
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#include <engine/console.h>
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#include <math.h> // cosf, sinf
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#include <math.h> // cosf, sinf, log2f
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#include "graphics_threaded.h"
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#include "graphics_threaded.h"
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Cmd.m_IndicesDrawNum = NumIndicesOffet;
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Cmd.m_IndicesDrawNum = NumIndicesOffet;
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Cmd.m_VisualObjectIDX = m_VertexArrayIndices[VisualObjectIDX];
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Cmd.m_VisualObjectIDX = m_VertexArrayIndices[VisualObjectIDX];
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mem_copy(&Cmd.m_Color, pColor, sizeof(Cmd.m_Color));
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mem_copy(&Cmd.m_Color, pColor, sizeof(Cmd.m_Color));
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Cmd.m_ZoomScreenRatio = (m_State.m_ScreenBR.x - m_State.m_ScreenTL.x) / ScreenWidth();
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float ScreenZoomRatio = (m_State.m_ScreenBR.x - m_State.m_ScreenTL.x) / ScreenWidth();
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//the number of pixels we would skip in the fragment shader -- basically the LOD
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float LODFactor = (64.f / (32.f * 1.f/ScreenZoomRatio));
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//log2 gives us the amount of halving the texture for mipmapping
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int LOD = (int)log2f(LODFactor);
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//5 because log2(1024/(2^5)) is 5 -- 1024/(2^6) = 32 which would mean 2 pixels per tile index
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if(LOD > 5) LOD = 5;
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if(LOD < 0) LOD = 0;
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Cmd.m_LOD = LOD;
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void* Data = m_pCommandBuffer->AllocData((sizeof(char*) + sizeof(unsigned int))*NumIndicesOffet);
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void* Data = m_pCommandBuffer->AllocData((sizeof(char*) + sizeof(unsigned int))*NumIndicesOffet);
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if(Data == 0x0)
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if(Data == 0x0)
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Cmd.m_DrawNum = DrawNum;
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Cmd.m_DrawNum = DrawNum;
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Cmd.m_VisualObjectIDX = m_VertexArrayIndices[VisualObjectIDX];
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Cmd.m_VisualObjectIDX = m_VertexArrayIndices[VisualObjectIDX];
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mem_copy(&Cmd.m_Color, pColor, sizeof(Cmd.m_Color));
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mem_copy(&Cmd.m_Color, pColor, sizeof(Cmd.m_Color));
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Cmd.m_ZoomScreenRatio = (m_State.m_ScreenBR.x - m_State.m_ScreenTL.x) / ScreenWidth();
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float ScreenZoomRatio = (m_State.m_ScreenBR.x - m_State.m_ScreenTL.x) / ScreenWidth();
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//the number of pixels we would skip in the fragment shader -- basically the LOD
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float LODFactor = (64.f / (32.f * 1.f/ScreenZoomRatio));
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//log2 gives us the amount of halving the texture for mipmapping
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int LOD = (int)log2f(LODFactor);
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if(LOD > 5) LOD = 5;
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if(LOD < 0) LOD = 0;
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Cmd.m_LOD = LOD;
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Cmd.m_pIndicesOffset = pOffset;
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Cmd.m_pIndicesOffset = pOffset;
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Cmd.m_JumpIndex = JumpIndex;
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Cmd.m_JumpIndex = JumpIndex;
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Cmd.m_DrawNum = RedrawNum;
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Cmd.m_DrawNum = RedrawNum;
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Cmd.m_VisualObjectIDX = m_VertexArrayIndices[VisualObjectIDX];
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Cmd.m_VisualObjectIDX = m_VertexArrayIndices[VisualObjectIDX];
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mem_copy(&Cmd.m_Color, pColor, sizeof(Cmd.m_Color));
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mem_copy(&Cmd.m_Color, pColor, sizeof(Cmd.m_Color));
|
||||||
Cmd.m_ZoomScreenRatio = (m_State.m_ScreenBR.x - m_State.m_ScreenTL.x) / ScreenWidth();
|
float ScreenZoomRatio = (m_State.m_ScreenBR.x - m_State.m_ScreenTL.x) / ScreenWidth();
|
||||||
|
//the number of pixels we would skip in the fragment shader -- basically the LOD
|
||||||
|
float LODFactor = (64.f / (32.f * 1.f/ScreenZoomRatio));
|
||||||
|
//log2 gives us the amount of halving the texture for mipmapping
|
||||||
|
int LOD = (int)log2f(LODFactor);
|
||||||
|
if(LOD > 5) LOD = 5;
|
||||||
|
if(LOD < 0) LOD = 0;
|
||||||
|
Cmd.m_LOD = LOD;
|
||||||
|
|
||||||
Cmd.m_pIndicesOffset = pOffset;
|
Cmd.m_pIndicesOffset = pOffset;
|
||||||
|
|
||||||
|
|
|
@ -252,7 +252,7 @@ public:
|
||||||
|
|
||||||
int m_IndicesDrawNum;
|
int m_IndicesDrawNum;
|
||||||
int m_VisualObjectIDX;
|
int m_VisualObjectIDX;
|
||||||
float m_ZoomScreenRatio;
|
int m_LOD;
|
||||||
};
|
};
|
||||||
|
|
||||||
struct SCommand_RenderBorderTile : public SCommand
|
struct SCommand_RenderBorderTile : public SCommand
|
||||||
|
@ -263,7 +263,7 @@ public:
|
||||||
char *m_pIndicesOffset; // you should use the command buffer data to allocate vertices for this command
|
char *m_pIndicesOffset; // you should use the command buffer data to allocate vertices for this command
|
||||||
unsigned int m_DrawNum;
|
unsigned int m_DrawNum;
|
||||||
int m_VisualObjectIDX;
|
int m_VisualObjectIDX;
|
||||||
float m_ZoomScreenRatio;
|
int m_LOD;
|
||||||
|
|
||||||
float m_Offset[2];
|
float m_Offset[2];
|
||||||
float m_Dir[2];
|
float m_Dir[2];
|
||||||
|
@ -279,7 +279,7 @@ public:
|
||||||
unsigned int m_IndexDrawNum;
|
unsigned int m_IndexDrawNum;
|
||||||
unsigned int m_DrawNum;
|
unsigned int m_DrawNum;
|
||||||
int m_VisualObjectIDX;
|
int m_VisualObjectIDX;
|
||||||
float m_ZoomScreenRatio;
|
int m_LOD;
|
||||||
|
|
||||||
float m_Dir[2];
|
float m_Dir[2];
|
||||||
};
|
};
|
||||||
|
|
|
@ -58,7 +58,7 @@ public:
|
||||||
class CGLSLTileProgram : public CGLSLTWProgram {
|
class CGLSLTileProgram : public CGLSLTWProgram {
|
||||||
public:
|
public:
|
||||||
int m_LocColor;
|
int m_LocColor;
|
||||||
int m_LocZoomFactor;
|
int m_LocLOD;
|
||||||
};
|
};
|
||||||
|
|
||||||
class CGLSLBorderTileProgram : public CGLSLTileProgram {
|
class CGLSLBorderTileProgram : public CGLSLTileProgram {
|
||||||
|
|
Loading…
Reference in a new issue