DRTVWR-592: (DEBUG) (broken) Clean up a few debug cases not used for reproducing the bug

meow-7.2.2
Cosmic Linden 2023-10-13 10:40:29 -07:00
parent aba9185f3a
commit fb12fb4bf7
1 changed files with 12 additions and 88 deletions

View File

@ -69,39 +69,22 @@ vec4 terrain_mix(vec4[4] samples, float alpha1, float alpha2, float alphaFinal)
// Pre-transformed texture coordinates for each axial uv slice (Packing: xy, yz, (-x)z, unused)
#define TerrainCoord vec4[2]
#if 0 // TODO: Revert
// TODO: Decide if we want this threshold
#if 0
#define TERRAIN_TRIPLANAR_MIX_THRESHOLD 0.01
#else
#else // TODO: Remove debug
#define TERRAIN_TRIPLANAR_MIX_THRESHOLD 0.01
#endif
// Positive value prevents artifacts when weights are close to zero
// TODO: Wait a minute... this doesn't prevent artifacts :( (or does it?)
#define TERRAIN_TRIPLANAR_OVERDRAW_THRESHOLD 0.0
vec4 _t_texture(sampler2D tex, vec2 uv_unflipped, float sign_or_zero)
{
// Handle case where sign is 0
// TODO: Why didn't this fix the seams?
#if 0
float sign = (2.0*sign_or_zero) + 1.0;
sign /= sign;
// If the vertex normal is negative, flip the texture back
// right-side up.
vec2 uv = uv_unflipped * vec2(sign, 1);
return texture(tex, uv);
#else // TODO: Remove debug
#if 0
// Name mangling test
float l_sign = (2.0*sign_or_zero) + 1.0;
l_sign /= l_sign;
vec2 l_uv = uv_unflipped * vec2(l_sign, 1);
return texture(tex, l_uv);
#else
// Simplified uv test
return texture(tex, uv_unflipped);
#endif
#endif
}
#define SAMPLE_X 1 << 2
@ -126,7 +109,7 @@ TerrainWeight _t_weight(TerrainCoord terrain_coord)
weight_signed -= vec3(threshold);
TerrainWeight tw;
tw.weight = max(vec3(0), weight_signed);
vec3 usage = max(vec3(0), sign(weight_signed + TERRAIN_TRIPLANAR_OVERDRAW_THRESHOLD));
vec3 usage = max(vec3(0), sign(weight_signed));
tw.type = (int(usage.x) * SAMPLE_X) |
(int(usage.y) * SAMPLE_Y) |
(int(usage.z) * SAMPLE_Z);
@ -149,25 +132,16 @@ TerrainSample _t_sample(sampler2D tex, TerrainCoord terrain_coord, TerrainWeight
TerrainSample ts;
#if 1
#if 1
#if 1
// This demonstrates the case when the bug occurs: Sampling in switch..case
#if 0
#define do_sample_x() _t_texture(tex, terrain_coord[0].zw, sign(vary_vertex_normal.x))
#define do_sample_y() _t_texture(tex, terrain_coord[1].xy, sign(vary_vertex_normal.y))
#else // TODO: Remove debug
// Still an error despite sampling the same texture three times from the same location
// Bug still occurs despite sampling the same texture three times from the same location
#define do_sample_x() _t_texture(tex, terrain_coord[0].xy, sign(vary_vertex_normal.z))
#define do_sample_y() _t_texture(tex, terrain_coord[0].xy, sign(vary_vertex_normal.z))
#endif
#define do_sample_z() _t_texture(tex, terrain_coord[0].xy, sign(vary_vertex_normal.z))
#else // TODO: Remove?
vec2 coord_z = terrain_coord[0].xy;
vec2 coord_z_2 = terrain_coord[0].xy;
vec2 coord_z_3 = terrain_coord[0].xy;
#define do_sample_x() texture(tex, coord_z)
#define do_sample_y() texture(tex, coord_z_2)
#define do_sample_z() texture(tex, coord_z_3)
#endif
#if 0
switch (tw.type)
{
case (SAMPLE_X | SAMPLE_Y | SAMPLE_Z):
@ -212,53 +186,11 @@ TerrainSample _t_sample(sampler2D tex, TerrainCoord terrain_coord, TerrainWeight
break;
}
#else // TODO: Remove debug
#if 0
// This case works - no ant trails despite using a switch...case statement
switch (tw.type)
{
case (SAMPLE_X | SAMPLE_Y | SAMPLE_Z):
ts.x = vec4(1.0, 0.0, 0.0, 1.0);
ts.y = vec4(0.0, 1.0, 0.0, 1.0);
ts.z = vec4(0.0, 0.0, 1.0, 1.0);
break;
case (SAMPLE_X | SAMPLE_Y):
ts.x = vec4(1.0, 0.0, 0.0, 1.0);
ts.y = vec4(0.0, 1.0, 0.0, 1.0);
ts.z = ts.x;
break;
case (SAMPLE_X | SAMPLE_Z):
ts.x = vec4(1.0, 0.0, 0.0, 1.0);
ts.z = vec4(0.0, 0.0, 1.0, 1.0);
ts.y = ts.x;
break;
case (SAMPLE_Y | SAMPLE_Z):
ts.y = vec4(0.0, 1.0, 0.0, 1.0);
ts.z = vec4(0.0, 0.0, 1.0, 1.0);
ts.x = ts.y;
break;
case SAMPLE_X:
ts.x = vec4(1.0, 0.0, 0.0, 1.0);
ts.y = ts.x;
ts.z = ts.x;
break;
case SAMPLE_Y:
ts.y = vec4(0.0, 1.0, 0.0, 1.0);
ts.x = ts.y;
ts.z = ts.y;
break;
case SAMPLE_Z:
ts.z = vec4(0.0, 0.0, 1.0, 1.0);
ts.x = ts.z;
ts.y = ts.z;
break;
default:
ts.x = vec4(1.0, 0.0, 1.0, 1.0);
ts.y = ts.x;
ts.z = ts.x;
break;
}
#else
// This shows the bug: case of sampling beforehand, assigning in switch..case
// This demonstrates the case when the bug does not occur: Sampling beforehand and assigning in switch..case
// This otherwise uses the same logic as in the case that reproduces the bug.
#define do_sample_x() _t_texture(tex, terrain_coord[0].zw, sign(vary_vertex_normal.x))
#define do_sample_y() _t_texture(tex, terrain_coord[1].xy, sign(vary_vertex_normal.y))
#define do_sample_z() _t_texture(tex, terrain_coord[0].xy, sign(vary_vertex_normal.z))
vec4 x = do_sample_x();
vec4 y = do_sample_y();
vec4 z = do_sample_z();
@ -305,14 +237,6 @@ TerrainSample _t_sample(sampler2D tex, TerrainCoord terrain_coord, TerrainWeight
ts.z = ts.x;
break;
}
#endif
#endif
#else // TODO: Remove debug
// No error
#define do_sample_z() _t_texture(tex, terrain_coord[0].xy, sign(vary_vertex_normal.z));
ts.z = do_sample_z();
ts.x = ts.z;
ts.y = ts.z;
#endif
return ts;