separately-controllable ZBias
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@@ -76,6 +76,7 @@ void Actor::Reset()
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m_bTextureWrapping = false;
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m_BlendMode = BLEND_NORMAL;
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m_bZBias = false;
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m_bClearZBuffer = false;
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m_ZTestMode = ZTEST_OFF;
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m_bZWrite = false;
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@@ -385,6 +386,11 @@ void Actor::SetGlobalRenderStates()
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DISPLAY->SetBlendMode( m_BlendMode );
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DISPLAY->SetZWrite( m_bZWrite );
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DISPLAY->SetZTestMode( m_ZTestMode );
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// BLEND_NO_EFFECT is used to draw masks to the Z-buffer, which always wants
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// Z-bias enabled.
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DISPLAY->SetZBias( m_bZBias || m_BlendMode == BLEND_NO_EFFECT );
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if( m_bClearZBuffer )
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DISPLAY->ClearZBuffer();
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DISPLAY->SetCullMode( m_CullMode );
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@@ -342,6 +342,7 @@ public:
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virtual void SetZTestMode( ZTestMode mode ) { m_ZTestMode = mode; }
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void SetZTestModeString( const CString &s ); // convenience
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virtual void SetZWrite( bool b ) { m_bZWrite = b; }
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void SetZBias( bool b ) { m_bZBias = b; }
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virtual void SetCullMode( CullMode mode ) { m_CullMode = mode; }
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void SetCullModeString( const CString &s ); // convenience
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@@ -463,6 +464,7 @@ protected:
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bool m_bClearZBuffer;
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ZTestMode m_ZTestMode;
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bool m_bZWrite;
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bool m_bZBias; // if true, always wins z-test against a coplanar actor
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CullMode m_CullMode;
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//
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@@ -576,6 +578,7 @@ public:
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static int ztest( T* p, lua_State *L ) { p->SetZTestMode((!!IArg(1))?ZTEST_WRITE_ON_PASS:ZTEST_OFF); return 0; }
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static int ztestmode( T* p, lua_State *L ) { p->SetZTestModeString(SArg(1)); return 0; }
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static int zwrite( T* p, lua_State *L ) { p->SetZWrite(!!IArg(1)); return 0; }
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static int zbias( T* p, lua_State *L ) { p->SetZBias(!!IArg(1)); return 0; }
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static int clearzbuffer( T* p, lua_State *L ) { p->SetClearZBuffer(!!IArg(1)); return 0; }
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static int backfacecull( T* p, lua_State *L ) { p->SetCullMode((!!IArg(1)) ? CULL_BACK : CULL_NONE); return 0; }
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static int cullmode( T* p, lua_State *L ) { p->SetCullModeString(SArg(1)); return 0; }
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@@ -694,6 +697,7 @@ public:
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ADD_METHOD( ztest )
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ADD_METHOD( ztestmode )
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ADD_METHOD( zwrite )
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ADD_METHOD( zbias )
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ADD_METHOD( clearzbuffer )
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ADD_METHOD( backfacecull )
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ADD_METHOD( cullmode )
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@@ -172,6 +172,7 @@ public:
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virtual bool IsZWriteEnabled() const = 0;
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virtual void SetZWrite( bool b ) = 0;
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virtual void SetZTestMode( ZTestMode mode ) = 0;
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virtual void SetZBias( bool b ) = 0;
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virtual void ClearZBuffer() = 0;
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virtual void SetCullMode( CullMode mode ) = 0;
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@@ -1035,7 +1035,6 @@ void RageDisplay_D3D::SetTextureFiltering( bool b )
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void RageDisplay_D3D::SetBlendMode( BlendMode mode )
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{
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g_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
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g_pd3dDevice->SetRenderState( D3DRS_ZBIAS, 0 );
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switch( mode )
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{
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case BLEND_NORMAL:
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@@ -1049,11 +1048,6 @@ void RageDisplay_D3D::SetBlendMode( BlendMode mode )
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case BLEND_NO_EFFECT:
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g_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_ZERO );
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g_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_ONE );
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/* This is almost exclusively used to draw masks to the Z-buffer. Make sure
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* masks always win the depth test when drawn at the same position. */
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g_pd3dDevice->SetRenderState( D3DRS_ZBIAS, 30 ); // this bias is bigger than it needs to be to handle the coplanar case
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break;
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default:
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ASSERT(0);
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@@ -1067,6 +1061,15 @@ bool RageDisplay_D3D::IsZWriteEnabled() const
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return b!=0;
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}
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void RageDisplay_D3D::SetZBias( bool b )
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{
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if( b )
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g_pd3dDevice->SetRenderState( D3DRS_ZBIAS, 30 );
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else
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g_pd3dDevice->SetRenderState( D3DRS_ZBIAS, 0 );
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}
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bool RageDisplay_D3D::IsZTestEnabled() const
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{
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DWORD b;
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@@ -41,6 +41,7 @@ public:
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bool IsZWriteEnabled() const;
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bool IsZTestEnabled() const;
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void SetZWrite( bool b );
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void SetZBias( bool b );
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void SetZTestMode( ZTestMode mode );
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void ClearZBuffer();
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void SetCullMode( CullMode mode );
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@@ -39,6 +39,7 @@ public:
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bool IsZWriteEnabled() const { return false; }
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bool IsZTestEnabled() const { return false; }
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void SetZWrite( bool b ) { }
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void SetZBias( bool b ) { }
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void SetZTestMode( ZTestMode mode ) { }
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void ClearZBuffer() { }
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void SetCullMode( CullMode mode ) { }
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@@ -349,6 +349,7 @@ RageDisplay_OGL::RageDisplay_OGL()
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InitStringMap();
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wind = NULL;
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g_bTextureMatrixShader = NULL;
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}
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CString GetInfoLog( GLhandleARB h )
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@@ -1472,7 +1473,6 @@ void RageDisplay_OGL::SetBlendMode( BlendMode mode )
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{
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glEnable(GL_BLEND);
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glDepthRange( 0.05, 1.0 );
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switch( mode )
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{
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case BLEND_NORMAL:
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@@ -1484,10 +1484,6 @@ void RageDisplay_OGL::SetBlendMode( BlendMode mode )
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case BLEND_NO_EFFECT:
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/* XXX: Would it be faster and have the same effect to say glDisable(GL_COLOR_WRITEMASK)? */
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glBlendFunc( GL_ZERO, GL_ONE );
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/* This is almost exclusively used to draw masks to the Z-buffer. Make sure
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* masks always win the depth test when drawn at the same position. */
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glDepthRange( 0.0, 0.95 ); // this bias is bigger than it needs to be to handle the coplanar case
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break;
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default:
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ASSERT(0);
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@@ -1521,6 +1517,14 @@ void RageDisplay_OGL::SetZWrite( bool b )
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glDepthMask( b );
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}
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void RageDisplay_OGL::SetZBias( bool b )
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{
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if( b )
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glDepthRange( 0.0, 0.95 );
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else
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glDepthRange( 0.05, 1.0 );
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}
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void RageDisplay_OGL::SetZTestMode( ZTestMode mode )
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{
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glEnable( GL_DEPTH_TEST );
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@@ -42,6 +42,7 @@ public:
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bool IsZWriteEnabled() const;
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bool IsZTestEnabled() const;
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void SetZWrite( bool b );
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void SetZBias( bool b );
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void SetZTestMode( ZTestMode mode );
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void ClearZBuffer();
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void SetCullMode( CullMode mode );
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