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First pass of OpenGL rendering pipeline #1201
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Commits on Aug 8, 2024
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Properly using (some) layer colours
Doesn't handle diffuse or specular yet because those are complicated by lighting.
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DirectX device stub for the texture stuff
The DirectX texture handling is just different enough that it doesn't quite refactor nicely, so I'm just leaving it as-is for now, and I suspect the OpenGL will evolve to be closer to the DX side in complexity further down the line.
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A new VAO is being created every time a span is rendered, need to be deleted
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Although we're not realistically trying to target lower than GL 3.3 initially.
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Adding support for both front face and back face culling. Plasma mixes both.
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Fix for z-fighting with physics bodies
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.
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Fix for alpha testing in fragment shader
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."
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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.
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Better fix for Z-fighting with 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.
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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.
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Move Push/Pop Layer stuff to pl3DPipeline
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.
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plTextFont rendering for GL Pipeline
This enables the loading bars and console.
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Fix Relto crash with GL Pipeline
Now it just leaks an absurd amount of memory rather than crashing.
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