also out the LOD to the fragment shader to make sure we use the same LOD

on every hardware
This commit is contained in:
Jupeyy 2017-10-14 23:27:14 +02:00
parent 5389dd9666
commit cc54c4acdf
8 changed files with 25 additions and 16 deletions

View file

@ -5,10 +5,11 @@ uniform sampler2D textureSampler;
uniform vec4 vertColor;
noperspective in vec2 texCoord;
flat in float fragLOD;
out vec4 FragClr;
void main()
{
vec4 tex = texture(textureSampler, texCoord);
vec4 tex = textureLod(textureSampler, texCoord, fragLOD);
FragClr = tex * vertColor;
}

View file

@ -10,6 +10,7 @@ uniform float LOD;
uniform vec2 Dir;
noperspective out vec2 texCoord;
flat out float fragLOD;
void main()
{
@ -18,9 +19,10 @@ void main()
VertPos.y += Dir.y * (gl_InstanceID+1);
gl_Position = vec4(Pos * VertPos, 0.0, 1.0);
float F1 = -(0.5/(1024.0 * pow(0.5, (LOD+1.0))));
float F2 = (0.5/(1024.0 * pow(0.5, (LOD+1.0))));
float F1 = -(0.5/(1024.0 * pow(0.5, LOD)));
float F2 = (0.5/(1024.0 * pow(0.5, LOD)));
float tx = (inVertexTexCoord.x/(16.0));
float ty = (inVertexTexCoord.y/(16.0));
texCoord = vec2(tx + (inVertexTexRightOrBottom.x == 0 ? F2 : F1), ty + (inVertexTexRightOrBottom.y == 0 ? F2 : F1));
fragLOD = LOD;
}

View file

@ -5,10 +5,11 @@ uniform sampler2D textureSampler;
uniform vec4 vertColor;
noperspective in vec2 texCoord;
flat in float fragLOD;
out vec4 FragClr;
void main()
{
vec4 tex = texture(textureSampler, texCoord);
vec4 tex = textureLod(textureSampler, texCoord, fragLOD);
FragClr = tex * vertColor;
}

View file

@ -12,6 +12,7 @@ uniform vec2 Dir;
uniform int JumpIndex;
noperspective out vec2 texCoord;
flat out float fragLOD;
void main()
{
@ -22,9 +23,10 @@ void main()
VertPos.y += Offset.y + Dir.y * YCount;
gl_Position = vec4(Pos * VertPos, 0.0, 1.0);
float F1 = -(0.5/(1024.0 * pow(0.5, (LOD+1.0))));
float F2 = (0.5/(1024.0 * pow(0.5, (LOD+1.0))));
float F1 = -(0.5/(1024.0 * pow(0.5, LOD)));
float F2 = (0.5/(1024.0 * pow(0.5, LOD)));
float tx = (inVertexTexCoord.x/(16.0));
float ty = (inVertexTexCoord.y/(16.0));
texCoord = vec2(tx + (inVertexTexRightOrBottom.x == 0 ? F2 : F1), ty + (inVertexTexRightOrBottom.y == 0 ? F2 : F1));
fragLOD = LOD;
}

View file

@ -5,10 +5,11 @@ uniform sampler2D textureSampler;
uniform vec4 vertColor;
noperspective in vec2 texCoord;
flat in float fragLOD;
out vec4 FragClr;
void main()
{
vec4 tex = texture(textureSampler, texCoord);
vec4 tex = textureLod(textureSampler, texCoord, fragLOD);
FragClr = tex * vertColor;
}

View file

@ -8,13 +8,15 @@ uniform mat4x2 Pos;
uniform float LOD;
noperspective out vec2 texCoord;
flat out float fragLOD;
void main()
{
gl_Position = vec4(Pos * vec4(inVertex, 0.0, 1.0), 0.0, 1.0);
float F1 = -(0.5/(1024.0 * pow(0.5, (LOD+1.0))));
float F2 = (0.5/(1024.0 * pow(0.5, (LOD+1.0))));
float F1 = -(0.5/(1024.0 * pow(0.5, LOD)));
float F2 = (0.5/(1024.0 * pow(0.5, LOD)));
float tx = (inVertexTexCoord.x/(16.0));
float ty = (inVertexTexCoord.y/(16.0));
texCoord = vec2(tx + (inVertexTexRightOrBottom.x == 0 ? F2 : F1), ty + (inVertexTexRightOrBottom.y == 0 ? F2 : F1));
fragLOD = LOD;
}

View file

@ -929,7 +929,7 @@ void CCommandProcessorFragment_OpenGL3_3::Cmd_Texture_Create(const CCommandBuffe
//prevent mipmap display bugs, when zooming out far
if(Width >= 1024 && Height >= 1024)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 5);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 5.f);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LOD, 5);
}
glTexImage2D(GL_TEXTURE_2D, 0, StoreOglformat, Width, Height, 0, Oglformat, GL_UNSIGNED_BYTE, pTexData);

View file

@ -879,9 +879,9 @@ void CGraphics_Threaded::DrawVisualObject(int VisualObjectIDX, float* pColor, ch
Cmd.m_IndicesDrawNum = NumIndicesOffet;
Cmd.m_VisualObjectIDX = m_VertexArrayIndices[VisualObjectIDX];
mem_copy(&Cmd.m_Color, pColor, sizeof(Cmd.m_Color));
float ScreenZoomRatio = (m_State.m_ScreenBR.x - m_State.m_ScreenTL.x) / ScreenWidth();
float ScreenZoomRatio = ScreenWidth() / (m_State.m_ScreenBR.x - m_State.m_ScreenTL.x);
//the number of pixels we would skip in the fragment shader -- basically the LOD
float LODFactor = (64.f / (32.f * 1.f/ScreenZoomRatio));
float LODFactor = (64.f / (32.f * ScreenZoomRatio));
//log2 gives us the amount of halving the texture for mipmapping
int LOD = (int)log2f(LODFactor);
//5 because log2(1024/(2^5)) is 5 -- 2^5 = 32 which would mean 2 pixels per tile index
@ -943,9 +943,9 @@ void CGraphics_Threaded::DrawBorderTile(int VisualObjectIDX, float* pColor, char
Cmd.m_DrawNum = DrawNum;
Cmd.m_VisualObjectIDX = m_VertexArrayIndices[VisualObjectIDX];
mem_copy(&Cmd.m_Color, pColor, sizeof(Cmd.m_Color));
float ScreenZoomRatio = (m_State.m_ScreenBR.x - m_State.m_ScreenTL.x) / ScreenWidth();
float ScreenZoomRatio = ScreenWidth() / (m_State.m_ScreenBR.x - m_State.m_ScreenTL.x);
//the number of pixels we would skip in the fragment shader -- basically the LOD
float LODFactor = (64.f / (32.f * 1.f/ScreenZoomRatio));
float LODFactor = (64.f / (32.f * ScreenZoomRatio));
//log2 gives us the amount of halving the texture for mipmapping
int LOD = (int)log2f(LODFactor);
if(LOD > 5) LOD = 5;
@ -984,9 +984,9 @@ void CGraphics_Threaded::DrawBorderTileLine(int VisualObjectIDX, float* pColor,
Cmd.m_DrawNum = RedrawNum;
Cmd.m_VisualObjectIDX = m_VertexArrayIndices[VisualObjectIDX];
mem_copy(&Cmd.m_Color, pColor, sizeof(Cmd.m_Color));
float ScreenZoomRatio = (m_State.m_ScreenBR.x - m_State.m_ScreenTL.x) / ScreenWidth();
float ScreenZoomRatio = ScreenWidth() / (m_State.m_ScreenBR.x - m_State.m_ScreenTL.x);
//the number of pixels we would skip in the fragment shader -- basically the LOD
float LODFactor = (64.f / (32.f * 1.f/ScreenZoomRatio));
float LODFactor = (64.f / (32.f * ScreenZoomRatio));
//log2 gives us the amount of halving the texture for mipmapping
int LOD = (int)log2f(LODFactor);
if(LOD > 5) LOD = 5;