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fix fog
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parent
4ea1dd3525
commit
23a8fea598
3 changed files with 34 additions and 14 deletions
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@ -139,7 +139,7 @@ enum EPolyFlags
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PF_Decal = 0x00000800, // Enable polygon offset
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PF_Modulated = 0x00001000, // Modulation (multiply output with constant ARGB)
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// When set, pass the color constant into the FSurfaceInfo -> FlatColor
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PF_NoTexture = 0x00002000, // Use the small white texture
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PF_NoTexture = 0x00002000, // Disable texture
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PF_Ripple = 0x00004000, // Water shader effect
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// 0x00008000
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PF_RemoveYWrap = 0x00010000, // Force clamp texture on Y
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@ -470,7 +470,9 @@ static void HWR_RenderPlane(sector_t *sector, extrasubsector_t *xsub, boolean is
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else
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PolyFlags |= PF_Masked|PF_Modulated;
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if (PolyFlags & PF_Ripple)
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if (PolyFlags & PF_Fog)
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HWD.pfnSetShader(6); // fog shader
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else if (PolyFlags & PF_Ripple)
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HWD.pfnSetShader(5); // water shader
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else
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HWD.pfnSetShader(1); // floor shader
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@ -3651,7 +3653,7 @@ typedef struct
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static wallinfo_t *wallinfo = NULL;
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static size_t numwalls = 0; // a list of transparent walls to be drawn
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static void HWR_RenderWall(FOutVector *wallVerts, FSurfaceInfo *pSurf, FBITFIELD blend, INT32 lightlevel, extracolormap_t *wallcolormap);
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static void HWR_RenderWall(FOutVector *wallVerts, FSurfaceInfo *pSurf, FBITFIELD blend, boolean fogwall, INT32 lightlevel, extracolormap_t *wallcolormap);
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#define MAX_TRANSPARENTWALL 256
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@ -3935,7 +3937,7 @@ static void HWR_RenderDrawNodes(void)
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{
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if (!(sortnode[sortindex[i]].wall->blend & PF_NoTexture))
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HWR_GetTexture(sortnode[sortindex[i]].wall->texnum);
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HWR_RenderWall(sortnode[sortindex[i]].wall->wallVerts, &sortnode[sortindex[i]].wall->Surf, sortnode[sortindex[i]].wall->blend,
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HWR_RenderWall(sortnode[sortindex[i]].wall->wallVerts, &sortnode[sortindex[i]].wall->Surf, sortnode[sortindex[i]].wall->blend, sortnode[sortindex[i]].wall->fogwall,
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sortnode[sortindex[i]].wall->lightlevel, sortnode[sortindex[i]].wall->wallcolormap);
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}
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}
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@ -4442,7 +4444,7 @@ static void HWR_DrawSkyBackground(void)
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v[0].t = v[1].t -= ((float) angle / angleturn);
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}
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HWD.pfnSetShader(6); // sky shader
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HWD.pfnSetShader(7); // sky shader
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HWD.pfnDrawPolygon(NULL, v, 4, 0);
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HWD.pfnSetShader(0);
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}
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@ -4752,8 +4754,9 @@ static void HWR_AddTransparentWall(FOutVector *wallVerts, FSurfaceInfo *pSurf, I
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numwalls++;
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}
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static void HWR_RenderWall(FOutVector *wallVerts, FSurfaceInfo *pSurf, FBITFIELD blend, INT32 lightlevel, extracolormap_t *wallcolormap)
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static void HWR_RenderWall(FOutVector *wallVerts, FSurfaceInfo *pSurf, FBITFIELD blend, boolean fogwall, INT32 lightlevel, extracolormap_t *wallcolormap)
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{
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FBITFIELD blendmode = blend;
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UINT8 alpha = pSurf->PolyColor.s.alpha; // retain the alpha
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// Lighting is done here instead so that fog isn't drawn incorrectly on transparent walls after sorting
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@ -4765,10 +4768,19 @@ static void HWR_RenderWall(FOutVector *wallVerts, FSurfaceInfo *pSurf, FBITFIE
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pSurf->PolyColor.s.alpha = alpha; // put the alpha back after lighting
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HWD.pfnSetShader(2); // wall shader
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if (blend & PF_Environment)
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HWD.pfnDrawPolygon(pSurf, wallVerts, 4, blend|PF_Modulated|PF_Occlude); // PF_Occlude must be used for solid objects
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else
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HWD.pfnDrawPolygon(pSurf, wallVerts, 4, blend|PF_Modulated); // No PF_Occlude means overlapping (incorrect) transparency
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blendmode |= PF_Occlude; // PF_Occlude must be used for solid objects
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if (fogwall)
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{
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blendmode |= PF_Fog;
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HWD.pfnSetShader(6); // fog shader
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}
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blendmode |= PF_Modulated; // No PF_Occlude means overlapping (incorrect) transparency
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HWD.pfnDrawPolygon(pSurf, wallVerts, 4, blendmode);
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#ifdef WALLSPLATS
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if (gr_curline->linedef->splats && cv_splats.value)
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@ -4946,7 +4958,7 @@ void HWR_LoadShaders(UINT16 wadnum, boolean PK3)
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int shadertype = 0;
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int i;
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#define SHADER_TYPES 6
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#define SHADER_TYPES 7
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shaderxlat_t shaderxlat[SHADER_TYPES] =
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{
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{"Flat", 1},
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@ -4954,7 +4966,8 @@ void HWR_LoadShaders(UINT16 wadnum, boolean PK3)
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{"Sprite", 3},
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{"Model", 4},
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{"WaterRipple", 5},
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{"Sky", 6},
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{"Fog", 6},
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{"Sky", 7},
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};
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lump = HWR_CheckShader(wadnum);
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@ -43,7 +43,7 @@ static const GLubyte white[4] = { 255, 255, 255, 255 };
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// ==========================================================================
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// With OpenGL 1.1+, the first texture should be 1
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#define NOTEXTURE_NUM 1 // small white texture
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#define NOTEXTURE_NUM 0
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#define FIRST_TEX_AVAIL (NOTEXTURE_NUM + 1)
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#define N_PI_DEMI (M_PIl/2.0f) //(1.5707963268f)
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@ -630,9 +630,13 @@ static const char *fragment_shaders[] = {
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// Water fragment shader
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SHARED_FRAGMENT_SHADER,
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// Fog fragment shader
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"void main(void) {\n"
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"gl_FragColor = gl_Color;\n"
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"}\0",
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// Sky fragment shader
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"uniform sampler2D tex;\n"
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"uniform vec2 resolution;\n"
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"void main(void) {\n"
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"float texU = gl_TexCoord[0].s;\n"
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"float texV = gl_TexCoord[0].t;\n"
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@ -673,6 +677,9 @@ static const char *vertex_shaders[] = {
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// Water vertex shader
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DEFAULT_VERTEX_SHADER,
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// Fog vertex shader
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DEFAULT_VERTEX_SHADER,
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// Sky vertex shader
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DEFAULT_VERTEX_SHADER,
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};
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@ -875,7 +882,7 @@ EXPORT void HWRAPI(KillShaders) (void)
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// -----------------+
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static void SetNoTexture(void)
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{
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// Set small white texture.
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// Disable texture.
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if (tex_downloaded != NOTEXTURE_NUM)
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{
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pglBindTexture(GL_TEXTURE_2D, NOTEXTURE_NUM);
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