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First pass of OpenGL rendering pipeline #1201
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Adding support for both front face and back face culling. Plasma mixes both.
This should fix things like the fire marbles in Neighborhood. Those objects contain physics bodies that render as transparent, but were still contributing to the Z buffer and sometimes blocking other textures. This borrows from the DX renderer, where transparent bodies are not rendered. That also keeps them from contributing to the Z-buffer.
This should solve z-fighting in transparent textures. I haven't compared against DX so it's a bit of a guess, but fragments that are completely transparent should probably be discarded. This was causing z-fighting to occur with transparent materials that were overlapped on each other. Commonly seen in the "HeekD'nji" material in "Neighborhood."
The GetOpacity based culling needed some more conditions, it was doing things like not rendering the fountain in Eder Kemo. That should be resolved now, and the fire marbles are still fixed. The alpha threshold change caused unresolvable issues in Eder Kemo. Undoing for now. I'll have to figure out a better way to fix that hologram.
The DX version sets a really low threshold, but doesn’t actually set it to zero for when blending is enabled. Actual line from the DirectX is: fD3DDevice->SetRenderState(D3DRS_ALPHAREF, 0x00000001); This should fix things like the hologram in the neighborhood, and doesn’t break other things like blending in Eder Kemo.
Directional lights in plasma are a global light vector. The lighting algorithm expects the vector to the light, so the global light vector needs to be reversed for accurate lighting.
This is what calls `Eval()` to make layer animations work, so that's now hooked up for plGLPipeline. I don't love this approach because it feels weird doing it in the shader class, and I suspect we need to know about layer overrides when the shader is being generated, but... for now it sorta works.
This enables the loading bars and console.
Now it just leaks an absurd amount of memory rather than crashing.
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This allows running with the OpenGL pipeline on Windows by running with the
/Renderer=gl
command-line flag.There is a lot of stuff broken, or missing, or causing crashes! This is definitely not ready for actual use, but I do want to start a conversation about how to keep this more closely in line with the work on master so I can avoid future rebasing headaches after major refactorings.
Note: All the X11/Linux client stuff has been stripped out here, this is just the OpenGL rendering pipeline.