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also out the LOD to the fragment shader to make sure we use the same LOD
on every hardware
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5389dd9666
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@ -5,10 +5,11 @@ uniform sampler2D textureSampler;
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uniform vec4 vertColor;
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noperspective in vec2 texCoord;
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flat in float fragLOD;
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out vec4 FragClr;
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void main()
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{
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vec4 tex = texture(textureSampler, texCoord);
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vec4 tex = textureLod(textureSampler, texCoord, fragLOD);
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FragClr = tex * vertColor;
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}
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@ -10,6 +10,7 @@ uniform float LOD;
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uniform vec2 Dir;
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noperspective out vec2 texCoord;
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flat out float fragLOD;
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void main()
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{
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@ -18,9 +19,10 @@ void main()
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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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float F1 = -(0.5/(1024.0 * pow(0.5, (LOD+1.0))));
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float F2 = (0.5/(1024.0 * pow(0.5, (LOD+1.0))));
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float F1 = -(0.5/(1024.0 * pow(0.5, LOD)));
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float F2 = (0.5/(1024.0 * pow(0.5, LOD)));
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float tx = (inVertexTexCoord.x/(16.0));
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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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fragLOD = LOD;
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}
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@ -5,10 +5,11 @@ uniform sampler2D textureSampler;
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uniform vec4 vertColor;
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noperspective in vec2 texCoord;
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flat in float fragLOD;
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out vec4 FragClr;
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void main()
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{
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vec4 tex = texture(textureSampler, texCoord);
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vec4 tex = textureLod(textureSampler, texCoord, fragLOD);
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FragClr = tex * vertColor;
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}
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@ -12,6 +12,7 @@ uniform vec2 Dir;
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uniform int JumpIndex;
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noperspective out vec2 texCoord;
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flat out float fragLOD;
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void main()
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{
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@ -22,9 +23,10 @@ void main()
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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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float F1 = -(0.5/(1024.0 * pow(0.5, (LOD+1.0))));
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float F2 = (0.5/(1024.0 * pow(0.5, (LOD+1.0))));
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float F1 = -(0.5/(1024.0 * pow(0.5, LOD)));
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float F2 = (0.5/(1024.0 * pow(0.5, LOD)));
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float tx = (inVertexTexCoord.x/(16.0));
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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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fragLOD = LOD;
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}
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@ -5,10 +5,11 @@ uniform sampler2D textureSampler;
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uniform vec4 vertColor;
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noperspective in vec2 texCoord;
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flat in float fragLOD;
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out vec4 FragClr;
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void main()
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{
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vec4 tex = texture(textureSampler, texCoord);
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vec4 tex = textureLod(textureSampler, texCoord, fragLOD);
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FragClr = tex * vertColor;
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}
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@ -8,13 +8,15 @@ uniform mat4x2 Pos;
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uniform float LOD;
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noperspective out vec2 texCoord;
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flat out float fragLOD;
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void main()
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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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float F1 = -(0.5/(1024.0 * pow(0.5, (LOD+1.0))));
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float F2 = (0.5/(1024.0 * pow(0.5, (LOD+1.0))));
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float F1 = -(0.5/(1024.0 * pow(0.5, LOD)));
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float F2 = (0.5/(1024.0 * pow(0.5, LOD)));
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float tx = (inVertexTexCoord.x/(16.0));
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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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fragLOD = LOD;
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}
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@ -929,7 +929,7 @@ void CCommandProcessorFragment_OpenGL3_3::Cmd_Texture_Create(const CCommandBuffe
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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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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 5.f);
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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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@ -879,9 +879,9 @@ void CGraphics_Threaded::DrawVisualObject(int VisualObjectIDX, float* pColor, ch
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Cmd.m_IndicesDrawNum = NumIndicesOffet;
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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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float ScreenZoomRatio = (m_State.m_ScreenBR.x - m_State.m_ScreenTL.x) / ScreenWidth();
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float ScreenZoomRatio = ScreenWidth() / (m_State.m_ScreenBR.x - m_State.m_ScreenTL.x);
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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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float LODFactor = (64.f / (32.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 -- 2^5 = 32 which would mean 2 pixels per tile index
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@ -943,9 +943,9 @@ void CGraphics_Threaded::DrawBorderTile(int VisualObjectIDX, float* pColor, char
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Cmd.m_DrawNum = DrawNum;
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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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float ScreenZoomRatio = (m_State.m_ScreenBR.x - m_State.m_ScreenTL.x) / ScreenWidth();
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float ScreenZoomRatio = ScreenWidth() / (m_State.m_ScreenBR.x - m_State.m_ScreenTL.x);
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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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float LODFactor = (64.f / (32.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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@ -984,9 +984,9 @@ void CGraphics_Threaded::DrawBorderTileLine(int VisualObjectIDX, float* pColor,
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Cmd.m_DrawNum = RedrawNum;
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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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float ScreenZoomRatio = (m_State.m_ScreenBR.x - m_State.m_ScreenTL.x) / ScreenWidth();
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float ScreenZoomRatio = ScreenWidth() / (m_State.m_ScreenBR.x - m_State.m_ScreenTL.x);
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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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float LODFactor = (64.f / (32.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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