mirror of
https://git.do.srb2.org/KartKrew/Kart-Public.git
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Newer color tinting shaders ported from SRB2 shader branch
This commit is contained in:
parent
6cc1c5dd36
commit
43be277ac7
3 changed files with 214 additions and 123 deletions
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@ -231,6 +231,7 @@ struct FSurfaceInfo
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{
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FUINT PolyFlags;
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RGBA_t PolyColor;
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RGBA_t TintColor;
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RGBA_t FadeColor;
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FLightInfo LightInfo; // jimita 14032019
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};
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@ -141,79 +141,87 @@ static INT32 drawcount = 0;
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void HWR_Lighting(FSurfaceInfo *Surface, INT32 light_level, UINT32 mixcolor, UINT32 fadecolor)
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{
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RGBA_t mix_color, fog_color, final_color;
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INT32 mix;
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float fog_alpha;
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mix_color.rgba = mixcolor;
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fog_color.rgba = fadecolor;
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mix = mix_color.s.alpha*10/5;
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if (mix > 25) mix = 25;
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mix *= 255;
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mix /= 25;
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// Modulate the colors by alpha.
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mix_color.s.red = (UINT8)(CALCLIGHT(mix,mix_color.s.red));
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mix_color.s.green = (UINT8)(CALCLIGHT(mix,mix_color.s.green));
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mix_color.s.blue = (UINT8)(CALCLIGHT(mix,mix_color.s.blue));
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// Set the surface colors and further modulate the colors by light.
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final_color.s.red = (UINT8)(CALCLIGHT((0xFF-mix),0xFF)+CALCLIGHT(mix_color.s.red,0xFF));
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final_color.s.green = (UINT8)(CALCLIGHT((0xFF-mix),0xFF)+CALCLIGHT(mix_color.s.green,0xFF));
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final_color.s.blue = (UINT8)(CALCLIGHT((0xFF-mix),0xFF)+CALCLIGHT(mix_color.s.blue,0xFF));
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final_color.s.alpha = 0xFF;
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// Fog.
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fog_alpha = (0xFF - fog_color.s.alpha) / 255.0f;
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// Set the surface colors and further modulate the colors by light.
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fog_color.s.red = (UINT8)(((float)fog_color.s.red) * fog_alpha);
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fog_color.s.green = (UINT8)(((float)fog_color.s.green) * fog_alpha);
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fog_color.s.blue = (UINT8)(((float)fog_color.s.blue) * fog_alpha);
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if (cv_grfog.value)
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if (!cv_grshaders.value || (cv_grshaders.value && !cv_grfog.value))
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{
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// be careful, this may get negative for high lightlevel values.
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float fog = (fog_alpha - (light_level/255.0f))*3/2;
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if (fog < 0)
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fog = 0;
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RGBA_t mix_color, fog_color, final_color;
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INT32 mix;
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float fog_alpha;
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float red = ((fog_color.s.red/255.0f) * fog) + ((final_color.s.red/255.0f) * (1.0f - fog));
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float green = ((fog_color.s.green/255.0f) * fog) + ((final_color.s.green/255.0f) * (1.0f - fog));
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float blue = ((fog_color.s.blue/255.0f) * fog) + ((final_color.s.blue/255.0f) * (1.0f - fog));
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final_color.s.red = (UINT8)(red*255.0f);
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final_color.s.green = (UINT8)(green*255.0f);
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final_color.s.blue = (UINT8)(blue*255.0f);
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mix_color.rgba = mixcolor;
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fog_color.rgba = fadecolor;
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mix = mix_color.s.alpha*10/5;
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if (mix > 25) mix = 25;
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mix *= 255;
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mix /= 25;
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// Modulate the colors by alpha.
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mix_color.s.red = (UINT8)(CALCLIGHT(mix,mix_color.s.red));
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mix_color.s.green = (UINT8)(CALCLIGHT(mix,mix_color.s.green));
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mix_color.s.blue = (UINT8)(CALCLIGHT(mix,mix_color.s.blue));
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// Set the surface colors and further modulate the colors by light.
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final_color.s.red = (UINT8)(CALCLIGHT((0xFF-mix),0xFF)+CALCLIGHT(mix_color.s.red,0xFF));
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final_color.s.green = (UINT8)(CALCLIGHT((0xFF-mix),0xFF)+CALCLIGHT(mix_color.s.green,0xFF));
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final_color.s.blue = (UINT8)(CALCLIGHT((0xFF-mix),0xFF)+CALCLIGHT(mix_color.s.blue,0xFF));
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final_color.s.alpha = 0xFF;
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// Fog.
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fog_alpha = (0xFF - fog_color.s.alpha) / 255.0f;
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// Set the surface colors and further modulate the colors by light.
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fog_color.s.red = (UINT8)(((float)fog_color.s.red) * fog_alpha);
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fog_color.s.green = (UINT8)(((float)fog_color.s.green) * fog_alpha);
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fog_color.s.blue = (UINT8)(((float)fog_color.s.blue) * fog_alpha);
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if (cv_grfog.value)
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{
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// be careful, this may get negative for high lightlevel values.
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float fog = (fog_alpha - (light_level/255.0f))*3/2;
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if (fog < 0)
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fog = 0;
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float red = ((fog_color.s.red/255.0f) * fog) + ((final_color.s.red/255.0f) * (1.0f - fog));
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float green = ((fog_color.s.green/255.0f) * fog) + ((final_color.s.green/255.0f) * (1.0f - fog));
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float blue = ((fog_color.s.blue/255.0f) * fog) + ((final_color.s.blue/255.0f) * (1.0f - fog));
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final_color.s.red = (UINT8)(red*255.0f);
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final_color.s.green = (UINT8)(green*255.0f);
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final_color.s.blue = (UINT8)(blue*255.0f);
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}
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Surface->PolyColor.rgba = final_color.rgba;
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Surface->FadeColor.rgba = fog_color.rgba;
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Surface->LightInfo.light_level = light_level;
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}
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else
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{
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Surface->PolyColor.rgba = 0xFFFFFFFF;
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Surface->TintColor.rgba = mixcolor;
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Surface->FadeColor.rgba = fadecolor;
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Surface->LightInfo.light_level = light_level;
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}
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Surface->PolyColor.rgba = final_color.rgba;
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Surface->FadeColor.rgba = fog_color.rgba;
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Surface->LightInfo.light_level = light_level;
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}
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void HWR_NoColormapLighting(FSurfaceInfo *Surface, INT32 light_level, UINT32 mixcolor, UINT32 fadecolor)
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{
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RGBA_t mix_color, fog_color, final_color;
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INT32 mix, fogmix, lightmix;
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float fog_alpha;
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// You see the problem is that darker light isn't actually as dark as it SHOULD be.
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lightmix = 255 - ((255 - light_level)*10/7);
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// Don't go out of bounds
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if (lightmix < 0)
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lightmix = 0;
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else if (lightmix > 255)
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lightmix = 255;
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mix_color.rgba = mixcolor;
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fog_color.rgba = fadecolor;
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// if shaders are off, or shaders are on, but fog is off:
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// modulate colors by light here
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if (!cv_grshaders.value || (cv_grshaders.value && !cv_grfog.value))
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{
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RGBA_t mix_color, fog_color, final_color;
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INT32 mix, fogmix, lightmix;
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float fog_alpha;
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// You see the problem is that darker light isn't actually as dark as it SHOULD be.
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lightmix = 255 - ((255 - light_level)*10/7);
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// Don't go out of bounds
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if (lightmix < 0)
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lightmix = 0;
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else if (lightmix > 255)
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lightmix = 255;
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mix_color.rgba = mixcolor;
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fog_color.rgba = fadecolor;
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mix = (mix_color.s.alpha*255)/25;
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fogmix = (fog_color.s.alpha*255)/25;
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@ -237,24 +245,27 @@ void HWR_NoColormapLighting(FSurfaceInfo *Surface, INT32 light_level, UINT32 mix
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final_color.s.green = final_color.s.green+((UINT8)(CALCLIGHT((0xFF-fogmix),(0xFF-lightmix))+CALCLIGHT(fog_color.s.green,(0xFF-lightmix))));
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final_color.s.blue = final_color.s.blue+((UINT8)(CALCLIGHT((0xFF-fogmix),(0xFF-lightmix))+CALCLIGHT(fog_color.s.blue,(0xFF-lightmix))));
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final_color.s.alpha = 0xFF;
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// Fog.
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fog_color.rgba = fadecolor;
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fog_alpha = (0xFF - fog_color.s.alpha*10/7) / 255.0f;
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// Set the surface colors and further modulate the colors by light.
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fog_color.s.red = (UINT8)(((float)fog_color.s.red) * fog_alpha);
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fog_color.s.green = (UINT8)(((float)fog_color.s.green) * fog_alpha);
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fog_color.s.blue = (UINT8)(((float)fog_color.s.blue) * fog_alpha);
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Surface->PolyColor.rgba = final_color.rgba;
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Surface->FadeColor.rgba = fog_color.rgba;
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Surface->LightInfo.light_level = lightmix;
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}
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// if shaders are on:
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// modulate colors by light on the shader
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else
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final_color.rgba = 0xFFFFFFFF;
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// Fog.
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fog_color.rgba = fadecolor;
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fog_alpha = (0xFF - fog_color.s.alpha*10/7) / 255.0f;
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// Set the surface colors and further modulate the colors by light.
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fog_color.s.red = (UINT8)(((float)fog_color.s.red) * fog_alpha);
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fog_color.s.green = (UINT8)(((float)fog_color.s.green) * fog_alpha);
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fog_color.s.blue = (UINT8)(((float)fog_color.s.blue) * fog_alpha);
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Surface->PolyColor.rgba = final_color.rgba;
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Surface->FadeColor.rgba = fog_color.rgba;
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Surface->LightInfo.light_level = lightmix;
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{
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Surface->PolyColor.rgba = 0xFFFFFFFF;
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Surface->TintColor.rgba = mixcolor;
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Surface->FadeColor.rgba = fadecolor;
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Surface->LightInfo.light_level = light_level;
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}
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}
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UINT8 HWR_FogBlockAlpha(INT32 light, UINT32 color) // Let's see if this can work
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@ -552,7 +552,8 @@ static boolean gl_batching = false;// are we currently collecting batches?
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typedef enum
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{
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// lighting
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gluniform_mix_color,
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gluniform_poly_color,
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gluniform_tint_color,
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gluniform_fade_color,
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gluniform_lighting,
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@ -582,37 +583,80 @@ static gl_shaderprogram_t gl_shaderprograms[MAXSHADERPROGRAMS];
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// GLSL Software fragment shader
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//
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#define GLSL_INTERNAL_FOG_FUNCTION \
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"float fog(const float dist, const float density, const float globaldensity) {\n" \
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"const float LOG2 = -1.442695;\n" \
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"float d = density * dist;\n" \
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"return 1.0 - clamp(exp2(d * sqrt(d) * globaldensity * LOG2), 0.0, 1.0);\n" \
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// (new shader stuff taken from srb2 shader branch)
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// this is missing support for fade_start and fade_end
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#define GLSL_DOOM_COLORMAP \
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"float R_DoomColormap(float light, float z)\n" \
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"{\n" \
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"float lightnum = clamp(light / 17.0, 0.0, 15.0);\n" \
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"float lightz = clamp(z / 16.0, 0.0, 127.0);\n" \
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"float startmap = (15.0 - lightnum) * 4.0;\n" \
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"float scale = 160.0 / (lightz + 1.0);\n" \
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"return startmap - scale * 0.5;\n" \
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"}\n"
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// https://www.khronos.org/registry/OpenGL/extensions/ARB/ARB_gpu_shader_fp64.txt
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#define GLSL_INTERNAL_FOG_MIX \
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"float fog_distance = gl_FragCoord.z / gl_FragCoord.w;\n" \
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"float fog_attenuation = floor(fog(fog_distance, 0.0001 * ((256.0-lighting)/24.0), fog_density)*10.0)/10.0;\n" \
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"vec4 fog_color = vec4(fade_color[0], fade_color[1], fade_color[2], 1.0);\n" \
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"vec4 mixed_color = texel * mix_color;\n" \
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"vec4 fog_mix = mix(mixed_color, fog_color, fog_attenuation);\n" \
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"vec4 final_color = mix(fog_mix, fog_color, ((256.0-lighting)/256.0));\n" \
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"final_color[3] = mixed_color[3];\n"
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#define GLSL_DOOM_LIGHT_EQUATION \
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"float R_DoomLightingEquation(float light)\n" \
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"{\n" \
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"float z = gl_FragCoord.z / gl_FragCoord.w;\n" \
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"float colormap = floor(R_DoomColormap(light, z)) + 0.5;\n" \
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"return clamp(colormap, 0.0, 31.0) / 32.0;\n" \
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"}\n"
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#define GLSL_SOFTWARE_TINT_EQUATION \
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"if (tint_color.a > 0.0) {\n" \
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"float color_bright = sqrt((base_color.r * base_color.r) + (base_color.g * base_color.g) + (base_color.b * base_color.b));\n" \
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"float strength = sqrt(9.0 * tint_color.a);\n" \
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"final_color.r = clamp((color_bright * (tint_color.r * strength)) + (base_color.r * (1.0 - strength)), 0.0, 1.0);\n" \
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"final_color.g = clamp((color_bright * (tint_color.g * strength)) + (base_color.g * (1.0 - strength)), 0.0, 1.0);\n" \
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"final_color.b = clamp((color_bright * (tint_color.b * strength)) + (base_color.b * (1.0 - strength)), 0.0, 1.0);\n" \
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"}\n"
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#define GLSL_SOFTWARE_FADE_EQUATION \
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"float darkness = R_DoomLightingEquation(lighting);\n" \
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"final_color = mix(final_color, fade_color, darkness);\n"
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#define GLSL_SOFTWARE_FRAGMENT_SHADER \
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"uniform sampler2D tex;\n" \
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"uniform vec4 mix_color;\n" \
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"uniform vec4 poly_color;\n" \
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"uniform vec4 tint_color;\n" \
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"uniform vec4 fade_color;\n" \
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"uniform float lighting;\n" \
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"uniform int fog_mode;\n" \
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"uniform float fog_density;\n" \
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GLSL_INTERNAL_FOG_FUNCTION \
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GLSL_DOOM_COLORMAP \
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GLSL_DOOM_LIGHT_EQUATION \
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"void main(void) {\n" \
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"vec4 texel = texture2D(tex, gl_TexCoord[0].st);\n" \
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GLSL_INTERNAL_FOG_MIX \
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"vec4 base_color = texel * poly_color;\n" \
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"vec4 final_color = base_color;\n" \
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GLSL_SOFTWARE_TINT_EQUATION \
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GLSL_SOFTWARE_FADE_EQUATION \
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"final_color.a = texel.a * poly_color.a;\n" \
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"gl_FragColor = final_color;\n" \
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"}\0"
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//
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// Fog block shader (Taken from srb2 shader branch)
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//
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// Alpha of the planes themselves are still slightly off -- see HWR_FogBlockAlpha
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//
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#define GLSL_FOG_FRAGMENT_SHADER \
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"uniform vec4 tint_color;\n" \
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"uniform vec4 fade_color;\n" \
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"uniform float lighting;\n" \
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GLSL_DOOM_COLORMAP \
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GLSL_DOOM_LIGHT_EQUATION \
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"void main(void) {\n" \
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"vec4 base_color = gl_Color;\n" \
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"vec4 final_color = base_color;\n" \
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GLSL_SOFTWARE_TINT_EQUATION \
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GLSL_SOFTWARE_FADE_EQUATION \
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"gl_FragColor = final_color;\n" \
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"}\0"
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//
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// GLSL generic fragment shader
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//
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@ -644,9 +688,7 @@ static const char *fragment_shaders[] = {
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GLSL_SOFTWARE_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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GLSL_FOG_FRAGMENT_SHADER,
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// Sky fragment shader
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"uniform sampler2D tex;\n"
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@ -840,7 +882,8 @@ EXPORT void HWRAPI(LoadShaders) (void)
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#define GETUNI(uniform) pglGetUniformLocation(shader->program, uniform);
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// lighting
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shader->uniforms[gluniform_mix_color] = GETUNI("mix_color");
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shader->uniforms[gluniform_poly_color] = GETUNI("poly_color");
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shader->uniforms[gluniform_tint_color] = GETUNI("tint_color");
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shader->uniforms[gluniform_fade_color] = GETUNI("fade_color");
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shader->uniforms[gluniform_lighting] = GETUNI("lighting");
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@ -1626,7 +1669,7 @@ EXPORT void HWRAPI(SetTexture) (FTextureInfo *pTexInfo)
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}
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}
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static void load_shaders(FSurfaceInfo *Surface, GLRGBAFloat *mix, GLRGBAFloat *fade)
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static void load_shaders(FSurfaceInfo *Surface, GLRGBAFloat *poly, GLRGBAFloat *tint, GLRGBAFloat *fade)
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{
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#ifdef GL_SHADERS
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if (gl_shadersenabled)
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@ -1685,7 +1728,9 @@ static void load_shaders(FSurfaceInfo *Surface, GLRGBAFloat *mix, GLRGBAFloat *f
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function (uniform, a, b, c, d);
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// polygon
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UNIFORM_4(shader->uniforms[gluniform_mix_color], mix->red, mix->green, mix->blue, mix->alpha, pglUniform4f);
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UNIFORM_4(shader->uniforms[gluniform_poly_color], poly->red, poly->green, poly->blue, poly->alpha, pglUniform4f);
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UNIFORM_4(shader->uniforms[gluniform_tint_color], tint->red, tint->green, tint->blue, tint->alpha, pglUniform4f);
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// 13062019
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// Check for fog
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@ -1794,6 +1839,8 @@ static int comparePolygons(const void *p1, const void *p2)
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diff64 = poly1->surf.PolyColor.rgba - poly2->surf.PolyColor.rgba;
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if (diff64 < 0) return -1; else if (diff64 > 0) return 1;
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diff64 = poly1->surf.TintColor.rgba - poly2->surf.TintColor.rgba;
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if (diff64 < 0) return -1; else if (diff64 > 0) return 1;
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diff64 = poly1->surf.FadeColor.rgba - poly2->surf.FadeColor.rgba;
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if (diff64 < 0) return -1; else if (diff64 > 0) return 1;
|
||||
|
||||
|
@ -1840,6 +1887,7 @@ EXPORT void HWRAPI(RenderBatches) (int *sNumPolys, int *sNumVerts, int *sNumCall
|
|||
FSurfaceInfo currentSurfaceInfo;
|
||||
|
||||
GLRGBAFloat firstPoly = {0,0,0,0}; // may be misleading but this means first PolyColor
|
||||
GLRGBAFloat firstTint = {0,0,0,0};
|
||||
GLRGBAFloat firstFade = {0,0,0,0};
|
||||
|
||||
boolean needRebind = false;
|
||||
|
@ -1901,6 +1949,11 @@ EXPORT void HWRAPI(RenderBatches) (int *sNumPolys, int *sNumVerts, int *sNumCall
|
|||
firstPoly.alpha = byte2float[currentSurfaceInfo.PolyColor.s.alpha];
|
||||
pglColor4ubv((GLubyte*)¤tSurfaceInfo.PolyColor.s);
|
||||
}
|
||||
// Tint color
|
||||
firstTint.red = byte2float[currentSurfaceInfo.TintColor.s.red];
|
||||
firstTint.green = byte2float[currentSurfaceInfo.TintColor.s.green];
|
||||
firstTint.blue = byte2float[currentSurfaceInfo.TintColor.s.blue];
|
||||
firstTint.alpha = byte2float[currentSurfaceInfo.TintColor.s.alpha];
|
||||
// Fade color
|
||||
firstFade.red = byte2float[currentSurfaceInfo.FadeColor.s.red];
|
||||
firstFade.green = byte2float[currentSurfaceInfo.FadeColor.s.green];
|
||||
|
@ -1908,7 +1961,7 @@ EXPORT void HWRAPI(RenderBatches) (int *sNumPolys, int *sNumVerts, int *sNumCall
|
|||
firstFade.alpha = byte2float[currentSurfaceInfo.FadeColor.s.alpha];
|
||||
|
||||
if (gl_allowshaders)
|
||||
load_shaders(¤tSurfaceInfo, &firstPoly, &firstFade);
|
||||
load_shaders(¤tSurfaceInfo, &firstPoly, &firstTint, &firstFade);
|
||||
|
||||
if (currentPolyFlags & PF_NoTexture)
|
||||
currentTexture = 0;
|
||||
|
@ -2022,6 +2075,7 @@ EXPORT void HWRAPI(RenderBatches) (int *sNumPolys, int *sNumVerts, int *sNumCall
|
|||
if (gl_allowshaders)
|
||||
{
|
||||
if (currentSurfaceInfo.PolyColor.rgba != nextSurfaceInfo.PolyColor.rgba ||
|
||||
currentSurfaceInfo.TintColor.rgba != nextSurfaceInfo.TintColor.rgba ||
|
||||
currentSurfaceInfo.FadeColor.rgba != nextSurfaceInfo.FadeColor.rgba ||
|
||||
currentSurfaceInfo.LightInfo.light_level != nextSurfaceInfo.LightInfo.light_level)
|
||||
{
|
||||
|
@ -2070,6 +2124,7 @@ EXPORT void HWRAPI(RenderBatches) (int *sNumPolys, int *sNumVerts, int *sNumCall
|
|||
if (changeShader)
|
||||
{
|
||||
GLRGBAFloat poly = {0,0,0,0};
|
||||
GLRGBAFloat tint = {0,0,0,0};
|
||||
GLRGBAFloat fade = {0,0,0,0};
|
||||
gl_currentshaderprogram = nextShader;
|
||||
gl_shaderprogramchanged = true;
|
||||
|
@ -2081,13 +2136,18 @@ EXPORT void HWRAPI(RenderBatches) (int *sNumPolys, int *sNumVerts, int *sNumCall
|
|||
poly.blue = byte2float[nextSurfaceInfo.PolyColor.s.blue];
|
||||
poly.alpha = byte2float[nextSurfaceInfo.PolyColor.s.alpha];
|
||||
}
|
||||
// Tint color
|
||||
tint.red = byte2float[nextSurfaceInfo.TintColor.s.red];
|
||||
tint.green = byte2float[nextSurfaceInfo.TintColor.s.green];
|
||||
tint.blue = byte2float[nextSurfaceInfo.TintColor.s.blue];
|
||||
tint.alpha = byte2float[nextSurfaceInfo.TintColor.s.alpha];
|
||||
// Fade color
|
||||
fade.red = byte2float[nextSurfaceInfo.FadeColor.s.red];
|
||||
fade.green = byte2float[nextSurfaceInfo.FadeColor.s.green];
|
||||
fade.blue = byte2float[nextSurfaceInfo.FadeColor.s.blue];
|
||||
fade.alpha = byte2float[nextSurfaceInfo.FadeColor.s.alpha];
|
||||
|
||||
load_shaders(&nextSurfaceInfo, &poly, &fade);
|
||||
load_shaders(&nextSurfaceInfo, &poly, &tint, &fade);
|
||||
currentShader = nextShader;
|
||||
changeShader = false;
|
||||
|
||||
|
@ -2114,6 +2174,7 @@ EXPORT void HWRAPI(RenderBatches) (int *sNumPolys, int *sNumVerts, int *sNumCall
|
|||
if (changeSurfaceInfo)
|
||||
{
|
||||
GLRGBAFloat poly = {0,0,0,0};
|
||||
GLRGBAFloat tint = {0,0,0,0};
|
||||
GLRGBAFloat fade = {0,0,0,0};
|
||||
gl_shaderprogramchanged = false;
|
||||
if (nextPolyFlags & PF_Modulated)
|
||||
|
@ -2127,13 +2188,18 @@ EXPORT void HWRAPI(RenderBatches) (int *sNumPolys, int *sNumVerts, int *sNumCall
|
|||
}
|
||||
if (gl_allowshaders)
|
||||
{
|
||||
// Tint color
|
||||
tint.red = byte2float[nextSurfaceInfo.TintColor.s.red];
|
||||
tint.green = byte2float[nextSurfaceInfo.TintColor.s.green];
|
||||
tint.blue = byte2float[nextSurfaceInfo.TintColor.s.blue];
|
||||
tint.alpha = byte2float[nextSurfaceInfo.TintColor.s.alpha];
|
||||
// Fade color
|
||||
fade.red = byte2float[nextSurfaceInfo.FadeColor.s.red];
|
||||
fade.green = byte2float[nextSurfaceInfo.FadeColor.s.green];
|
||||
fade.blue = byte2float[nextSurfaceInfo.FadeColor.s.blue];
|
||||
fade.alpha = byte2float[nextSurfaceInfo.FadeColor.s.alpha];
|
||||
|
||||
load_shaders(&nextSurfaceInfo, &poly, &fade);
|
||||
load_shaders(&nextSurfaceInfo, &poly, &tint, &fade);
|
||||
}
|
||||
currentSurfaceInfo = nextSurfaceInfo;
|
||||
changeSurfaceInfo = false;
|
||||
|
@ -2199,7 +2265,8 @@ EXPORT void HWRAPI(DrawPolygon) (FSurfaceInfo *pSurf, FOutVector *pOutVerts, FUI
|
|||
}
|
||||
else
|
||||
{
|
||||
static GLRGBAFloat mix = {0,0,0,0};
|
||||
static GLRGBAFloat poly = {0,0,0,0};
|
||||
static GLRGBAFloat tint = {0,0,0,0};
|
||||
static GLRGBAFloat fade = {0,0,0,0};
|
||||
|
||||
SetBlend(PolyFlags); //TODO: inline (#pragma..)
|
||||
|
@ -2210,14 +2277,20 @@ EXPORT void HWRAPI(DrawPolygon) (FSurfaceInfo *pSurf, FOutVector *pOutVerts, FUI
|
|||
// If Modulated, mix the surface colour to the texture
|
||||
if (CurrentPolyFlags & PF_Modulated)
|
||||
{
|
||||
// Mix color
|
||||
mix.red = byte2float[pSurf->PolyColor.s.red];
|
||||
mix.green = byte2float[pSurf->PolyColor.s.green];
|
||||
mix.blue = byte2float[pSurf->PolyColor.s.blue];
|
||||
mix.alpha = byte2float[pSurf->PolyColor.s.alpha];
|
||||
// Poly color
|
||||
poly.red = byte2float[pSurf->PolyColor.s.red];
|
||||
poly.green = byte2float[pSurf->PolyColor.s.green];
|
||||
poly.blue = byte2float[pSurf->PolyColor.s.blue];
|
||||
poly.alpha = byte2float[pSurf->PolyColor.s.alpha];
|
||||
|
||||
pglColor4ubv((GLubyte*)&pSurf->PolyColor.s);
|
||||
}
|
||||
|
||||
// Tint color
|
||||
tint.red = byte2float[pSurf->TintColor.s.red];
|
||||
tint.green = byte2float[pSurf->TintColor.s.green];
|
||||
tint.blue = byte2float[pSurf->TintColor.s.blue];
|
||||
tint.alpha = byte2float[pSurf->TintColor.s.alpha];
|
||||
|
||||
// Fade color
|
||||
fade.red = byte2float[pSurf->FadeColor.s.red];
|
||||
|
@ -2226,7 +2299,7 @@ EXPORT void HWRAPI(DrawPolygon) (FSurfaceInfo *pSurf, FOutVector *pOutVerts, FUI
|
|||
fade.alpha = byte2float[pSurf->FadeColor.s.alpha];
|
||||
}
|
||||
|
||||
load_shaders(pSurf, &mix, &fade);
|
||||
load_shaders(pSurf, &poly, &tint, &fade);
|
||||
|
||||
pglVertexPointer(3, GL_FLOAT, sizeof(FOutVector), &pOutVerts[0].x);
|
||||
pglTexCoordPointer(2, GL_FLOAT, sizeof(FOutVector), &pOutVerts[0].s);
|
||||
|
@ -2526,7 +2599,8 @@ EXPORT void HWRAPI(CreateModelVBOs) (model_t *model)
|
|||
|
||||
static void DrawModelEx(model_t *model, INT32 frameIndex, INT32 duration, INT32 tics, INT32 nextFrameIndex, FTransform *pos, float scale, UINT8 flipped, FSurfaceInfo *Surface)
|
||||
{
|
||||
static GLRGBAFloat mix = {0,0,0,0};
|
||||
static GLRGBAFloat poly = {0,0,0,0};
|
||||
static GLRGBAFloat tint = {0,0,0,0};
|
||||
static GLRGBAFloat fade = {0,0,0,0};
|
||||
|
||||
float pol = 0.0f;
|
||||
|
@ -2555,24 +2629,29 @@ static void DrawModelEx(model_t *model, INT32 frameIndex, INT32 duration, INT32
|
|||
pol = 0.0f;
|
||||
}
|
||||
|
||||
mix.red = byte2float[Surface->PolyColor.s.red];
|
||||
mix.green = byte2float[Surface->PolyColor.s.green];
|
||||
mix.blue = byte2float[Surface->PolyColor.s.blue];
|
||||
mix.alpha = byte2float[Surface->PolyColor.s.alpha];
|
||||
poly.red = byte2float[Surface->PolyColor.s.red];
|
||||
poly.green = byte2float[Surface->PolyColor.s.green];
|
||||
poly.blue = byte2float[Surface->PolyColor.s.blue];
|
||||
poly.alpha = byte2float[Surface->PolyColor.s.alpha];
|
||||
|
||||
if (mix.alpha < 1)
|
||||
if (poly.alpha < 1)
|
||||
SetBlend(PF_Translucent|PF_Modulated);
|
||||
else
|
||||
SetBlend(PF_Masked|PF_Modulated|PF_Occlude);
|
||||
|
||||
pglColor4ubv((GLubyte*)&Surface->PolyColor.s);
|
||||
|
||||
tint.red = byte2float[Surface->TintColor.s.red];
|
||||
tint.green = byte2float[Surface->TintColor.s.green];
|
||||
tint.blue = byte2float[Surface->TintColor.s.blue];
|
||||
tint.alpha = byte2float[Surface->TintColor.s.alpha];
|
||||
|
||||
fade.red = byte2float[Surface->FadeColor.s.red];
|
||||
fade.green = byte2float[Surface->FadeColor.s.green];
|
||||
fade.blue = byte2float[Surface->FadeColor.s.blue];
|
||||
fade.alpha = byte2float[Surface->FadeColor.s.alpha];
|
||||
|
||||
load_shaders(Surface, &mix, &fade);
|
||||
load_shaders(Surface, &poly, &tint, &fade);
|
||||
|
||||
pglEnable(GL_CULL_FACE);
|
||||
pglEnable(GL_NORMALIZE);
|
||||
|
|
Loading…
Reference in a new issue