Fixed multiple issues with mipmaps and alpha discard
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@@ -666,28 +666,30 @@ public class ModelFactory {
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int X = (id&0xFF) * MODEL_TEXTURE_SIZE*3;
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int Y = ((id>>8)&0xFF) * MODEL_TEXTURE_SIZE*2;
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
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glPixelStorei(GL_UNPACK_SKIP_ROWS, 0);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
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for (int subTex = 0; subTex < 6; subTex++) {
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int x = X + (subTex>>1)*MODEL_TEXTURE_SIZE;
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int y = Y + (subTex&1)*MODEL_TEXTURE_SIZE;
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
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glPixelStorei(GL_UNPACK_SKIP_ROWS, 0);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
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var current = textures[subTex].colour();
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var next = new int[current.length>>1];
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final int layers = Integer.numberOfTrailingZeros(MODEL_TEXTURE_SIZE);
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for (int i = 0; i < layers; i++) {
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glTextureSubImage2D(this.storage.textures.id, i, x>>i, y>>i, MODEL_TEXTURE_SIZE>>i, MODEL_TEXTURE_SIZE>>i, GL_RGBA, GL_UNSIGNED_BYTE, current);
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int size = MODEL_TEXTURE_SIZE>>(i+1);
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for (int pX = 0; pX < size; pX++) {
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for (int pY = 0; pY < size; pY++) {
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int nSize = MODEL_TEXTURE_SIZE>>(i+1);
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int size = MODEL_TEXTURE_SIZE>>i;
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for (int pX = 0; pX < nSize; pX++) {
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for (int pY = 0; pY < nSize; pY++) {
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int C00 = current[(pY*2)*size+pX*2];
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int C01 = current[(pY*2+1)*size+pX*2];
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int C10 = current[(pY*2)*size+pX*2+1];
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int C11 = current[(pY*2+1)*size+pX*2+1];
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next[pY*size+pX] = TextureUtils.mipColours(C00, C01, C10, C11);
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next[pY*nSize+pX] = TextureUtils.mipColours(C00, C01, C10, C11);
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}
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}
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@@ -28,7 +28,7 @@ public class ModelStore {
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glSamplerParameteri(this.blockSampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
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glSamplerParameteri(this.blockSampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR);
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glSamplerParameteri(this.blockSampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glSamplerParameteri(this.blockSampler, GL_TEXTURE_MIN_LOD, 0);
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glSamplerParameteri(this.blockSampler, GL_TEXTURE_MAX_LOD, 4);
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@@ -194,9 +194,9 @@ public class TextureUtils {
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if (((a^b)&0xFF000000)==0) {
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return ColorSRGB.linearToSrgb(
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addHalfLinear(16, a,b),
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addHalfLinear(8, a,b),
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addHalfLinear(0, a,b),
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addHalfLinear(8, a,b),
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addHalfLinear(16, a,b),
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a>>>24);
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}
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@@ -207,9 +207,9 @@ public class TextureUtils {
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float wA = A * mul;
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float wB = B * mul;
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return ColorSRGB.linearToSrgb(
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addMulLinear(16, a,b,wA,wB),
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addMulLinear(0, a,b,wA,wB),
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addMulLinear(8, a,b,wA,wB),
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addMulLinear(0, a,b,wA,wB)
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addMulLinear(16, a,b,wA,wB)
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, (A + B)/2);
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}
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}
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@@ -30,14 +30,12 @@ void main() {
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//TODO: FIXME, need to manually compute the mip colour
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vec4 colour = texture(blockModelAtlas, texPos, ((flags>>1)&1u)*-5.0);//TODO: FIXME mipping needs to be fixed so that it doesnt go cross model bounds
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//Also, small quad is really fking over the mipping level somehow
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if ((flags&1u) == 1 && colour.a <= 0.25f) {
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if ((flags&1u) == 1 && (texture(blockModelAtlas, texPos, -16.0).a <= 0.1f)) {
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//This is stupidly stupidly bad for divergence
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//TODO: FIXME, basicly what this do is sample the exact pixel (no lod) for discarding, this stops mipmapping fucking it over
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if (texture(blockModelAtlas, texPos, -4.0).a <= 0.1f) {
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#ifndef DEBUG_RENDER
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discard;
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#endif
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}
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#ifndef DEBUG_RENDER
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discard;
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#endif
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}
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//Conditional tinting, TODO: FIXME: REPLACE WITH MASK OR SOMETHING, like encode data into the top bit of alpha
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