Newer color tinting shaders ported from SRB2 shader branch

This commit is contained in:
Hannu Hanhi 2020-04-21 23:15:44 +03:00
parent 6cc1c5dd36
commit 43be277ac7
3 changed files with 214 additions and 123 deletions

View file

@ -231,6 +231,7 @@ struct FSurfaceInfo
{
FUINT PolyFlags;
RGBA_t PolyColor;
RGBA_t TintColor;
RGBA_t FadeColor;
FLightInfo LightInfo; // jimita 14032019
};

View file

@ -141,79 +141,87 @@ static INT32 drawcount = 0;
void HWR_Lighting(FSurfaceInfo *Surface, INT32 light_level, UINT32 mixcolor, UINT32 fadecolor)
{
RGBA_t mix_color, fog_color, final_color;
INT32 mix;
float fog_alpha;
mix_color.rgba = mixcolor;
fog_color.rgba = fadecolor;
mix = mix_color.s.alpha*10/5;
if (mix > 25) mix = 25;
mix *= 255;
mix /= 25;
// Modulate the colors by alpha.
mix_color.s.red = (UINT8)(CALCLIGHT(mix,mix_color.s.red));
mix_color.s.green = (UINT8)(CALCLIGHT(mix,mix_color.s.green));
mix_color.s.blue = (UINT8)(CALCLIGHT(mix,mix_color.s.blue));
// Set the surface colors and further modulate the colors by light.
final_color.s.red = (UINT8)(CALCLIGHT((0xFF-mix),0xFF)+CALCLIGHT(mix_color.s.red,0xFF));
final_color.s.green = (UINT8)(CALCLIGHT((0xFF-mix),0xFF)+CALCLIGHT(mix_color.s.green,0xFF));
final_color.s.blue = (UINT8)(CALCLIGHT((0xFF-mix),0xFF)+CALCLIGHT(mix_color.s.blue,0xFF));
final_color.s.alpha = 0xFF;
// Fog.
fog_alpha = (0xFF - fog_color.s.alpha) / 255.0f;
// Set the surface colors and further modulate the colors by light.
fog_color.s.red = (UINT8)(((float)fog_color.s.red) * fog_alpha);
fog_color.s.green = (UINT8)(((float)fog_color.s.green) * fog_alpha);
fog_color.s.blue = (UINT8)(((float)fog_color.s.blue) * fog_alpha);
if (cv_grfog.value)
if (!cv_grshaders.value || (cv_grshaders.value && !cv_grfog.value))
{
// be careful, this may get negative for high lightlevel values.
float fog = (fog_alpha - (light_level/255.0f))*3/2;
if (fog < 0)
fog = 0;
RGBA_t mix_color, fog_color, final_color;
INT32 mix;
float fog_alpha;
float red = ((fog_color.s.red/255.0f) * fog) + ((final_color.s.red/255.0f) * (1.0f - fog));
float green = ((fog_color.s.green/255.0f) * fog) + ((final_color.s.green/255.0f) * (1.0f - fog));
float blue = ((fog_color.s.blue/255.0f) * fog) + ((final_color.s.blue/255.0f) * (1.0f - fog));
final_color.s.red = (UINT8)(red*255.0f);
final_color.s.green = (UINT8)(green*255.0f);
final_color.s.blue = (UINT8)(blue*255.0f);
mix_color.rgba = mixcolor;
fog_color.rgba = fadecolor;
mix = mix_color.s.alpha*10/5;
if (mix > 25) mix = 25;
mix *= 255;
mix /= 25;
// Modulate the colors by alpha.
mix_color.s.red = (UINT8)(CALCLIGHT(mix,mix_color.s.red));
mix_color.s.green = (UINT8)(CALCLIGHT(mix,mix_color.s.green));
mix_color.s.blue = (UINT8)(CALCLIGHT(mix,mix_color.s.blue));
// Set the surface colors and further modulate the colors by light.
final_color.s.red = (UINT8)(CALCLIGHT((0xFF-mix),0xFF)+CALCLIGHT(mix_color.s.red,0xFF));
final_color.s.green = (UINT8)(CALCLIGHT((0xFF-mix),0xFF)+CALCLIGHT(mix_color.s.green,0xFF));
final_color.s.blue = (UINT8)(CALCLIGHT((0xFF-mix),0xFF)+CALCLIGHT(mix_color.s.blue,0xFF));
final_color.s.alpha = 0xFF;
// Fog.
fog_alpha = (0xFF - fog_color.s.alpha) / 255.0f;
// Set the surface colors and further modulate the colors by light.
fog_color.s.red = (UINT8)(((float)fog_color.s.red) * fog_alpha);
fog_color.s.green = (UINT8)(((float)fog_color.s.green) * fog_alpha);
fog_color.s.blue = (UINT8)(((float)fog_color.s.blue) * fog_alpha);
if (cv_grfog.value)
{
// be careful, this may get negative for high lightlevel values.
float fog = (fog_alpha - (light_level/255.0f))*3/2;
if (fog < 0)
fog = 0;
float red = ((fog_color.s.red/255.0f) * fog) + ((final_color.s.red/255.0f) * (1.0f - fog));
float green = ((fog_color.s.green/255.0f) * fog) + ((final_color.s.green/255.0f) * (1.0f - fog));
float blue = ((fog_color.s.blue/255.0f) * fog) + ((final_color.s.blue/255.0f) * (1.0f - fog));
final_color.s.red = (UINT8)(red*255.0f);
final_color.s.green = (UINT8)(green*255.0f);
final_color.s.blue = (UINT8)(blue*255.0f);
}
Surface->PolyColor.rgba = final_color.rgba;
Surface->FadeColor.rgba = fog_color.rgba;
Surface->LightInfo.light_level = light_level;
}
else
{
Surface->PolyColor.rgba = 0xFFFFFFFF;
Surface->TintColor.rgba = mixcolor;
Surface->FadeColor.rgba = fadecolor;
Surface->LightInfo.light_level = light_level;
}
Surface->PolyColor.rgba = final_color.rgba;
Surface->FadeColor.rgba = fog_color.rgba;
Surface->LightInfo.light_level = light_level;
}
void HWR_NoColormapLighting(FSurfaceInfo *Surface, INT32 light_level, UINT32 mixcolor, UINT32 fadecolor)
{
RGBA_t mix_color, fog_color, final_color;
INT32 mix, fogmix, lightmix;
float fog_alpha;
// You see the problem is that darker light isn't actually as dark as it SHOULD be.
lightmix = 255 - ((255 - light_level)*10/7);
// Don't go out of bounds
if (lightmix < 0)
lightmix = 0;
else if (lightmix > 255)
lightmix = 255;
mix_color.rgba = mixcolor;
fog_color.rgba = fadecolor;
// if shaders are off, or shaders are on, but fog is off:
// modulate colors by light here
if (!cv_grshaders.value || (cv_grshaders.value && !cv_grfog.value))
{
RGBA_t mix_color, fog_color, final_color;
INT32 mix, fogmix, lightmix;
float fog_alpha;
// You see the problem is that darker light isn't actually as dark as it SHOULD be.
lightmix = 255 - ((255 - light_level)*10/7);
// Don't go out of bounds
if (lightmix < 0)
lightmix = 0;
else if (lightmix > 255)
lightmix = 255;
mix_color.rgba = mixcolor;
fog_color.rgba = fadecolor;
mix = (mix_color.s.alpha*255)/25;
fogmix = (fog_color.s.alpha*255)/25;
@ -237,24 +245,27 @@ void HWR_NoColormapLighting(FSurfaceInfo *Surface, INT32 light_level, UINT32 mix
final_color.s.green = final_color.s.green+((UINT8)(CALCLIGHT((0xFF-fogmix),(0xFF-lightmix))+CALCLIGHT(fog_color.s.green,(0xFF-lightmix))));
final_color.s.blue = final_color.s.blue+((UINT8)(CALCLIGHT((0xFF-fogmix),(0xFF-lightmix))+CALCLIGHT(fog_color.s.blue,(0xFF-lightmix))));
final_color.s.alpha = 0xFF;
// Fog.
fog_color.rgba = fadecolor;
fog_alpha = (0xFF - fog_color.s.alpha*10/7) / 255.0f;
// Set the surface colors and further modulate the colors by light.
fog_color.s.red = (UINT8)(((float)fog_color.s.red) * fog_alpha);
fog_color.s.green = (UINT8)(((float)fog_color.s.green) * fog_alpha);
fog_color.s.blue = (UINT8)(((float)fog_color.s.blue) * fog_alpha);
Surface->PolyColor.rgba = final_color.rgba;
Surface->FadeColor.rgba = fog_color.rgba;
Surface->LightInfo.light_level = lightmix;
}
// if shaders are on:
// modulate colors by light on the shader
else
final_color.rgba = 0xFFFFFFFF;
// Fog.
fog_color.rgba = fadecolor;
fog_alpha = (0xFF - fog_color.s.alpha*10/7) / 255.0f;
// Set the surface colors and further modulate the colors by light.
fog_color.s.red = (UINT8)(((float)fog_color.s.red) * fog_alpha);
fog_color.s.green = (UINT8)(((float)fog_color.s.green) * fog_alpha);
fog_color.s.blue = (UINT8)(((float)fog_color.s.blue) * fog_alpha);
Surface->PolyColor.rgba = final_color.rgba;
Surface->FadeColor.rgba = fog_color.rgba;
Surface->LightInfo.light_level = lightmix;
{
Surface->PolyColor.rgba = 0xFFFFFFFF;
Surface->TintColor.rgba = mixcolor;
Surface->FadeColor.rgba = fadecolor;
Surface->LightInfo.light_level = light_level;
}
}
UINT8 HWR_FogBlockAlpha(INT32 light, UINT32 color) // Let's see if this can work

View file

@ -552,7 +552,8 @@ static boolean gl_batching = false;// are we currently collecting batches?
typedef enum
{
// lighting
gluniform_mix_color,
gluniform_poly_color,
gluniform_tint_color,
gluniform_fade_color,
gluniform_lighting,
@ -582,37 +583,80 @@ static gl_shaderprogram_t gl_shaderprograms[MAXSHADERPROGRAMS];
// GLSL Software fragment shader
//
#define GLSL_INTERNAL_FOG_FUNCTION \
"float fog(const float dist, const float density, const float globaldensity) {\n" \
"const float LOG2 = -1.442695;\n" \
"float d = density * dist;\n" \
"return 1.0 - clamp(exp2(d * sqrt(d) * globaldensity * LOG2), 0.0, 1.0);\n" \
// (new shader stuff taken from srb2 shader branch)
// this is missing support for fade_start and fade_end
#define GLSL_DOOM_COLORMAP \
"float R_DoomColormap(float light, float z)\n" \
"{\n" \
"float lightnum = clamp(light / 17.0, 0.0, 15.0);\n" \
"float lightz = clamp(z / 16.0, 0.0, 127.0);\n" \
"float startmap = (15.0 - lightnum) * 4.0;\n" \
"float scale = 160.0 / (lightz + 1.0);\n" \
"return startmap - scale * 0.5;\n" \
"}\n"
// https://www.khronos.org/registry/OpenGL/extensions/ARB/ARB_gpu_shader_fp64.txt
#define GLSL_INTERNAL_FOG_MIX \
"float fog_distance = gl_FragCoord.z / gl_FragCoord.w;\n" \
"float fog_attenuation = floor(fog(fog_distance, 0.0001 * ((256.0-lighting)/24.0), fog_density)*10.0)/10.0;\n" \
"vec4 fog_color = vec4(fade_color[0], fade_color[1], fade_color[2], 1.0);\n" \
"vec4 mixed_color = texel * mix_color;\n" \
"vec4 fog_mix = mix(mixed_color, fog_color, fog_attenuation);\n" \
"vec4 final_color = mix(fog_mix, fog_color, ((256.0-lighting)/256.0));\n" \
"final_color[3] = mixed_color[3];\n"
#define GLSL_DOOM_LIGHT_EQUATION \
"float R_DoomLightingEquation(float light)\n" \
"{\n" \
"float z = gl_FragCoord.z / gl_FragCoord.w;\n" \
"float colormap = floor(R_DoomColormap(light, z)) + 0.5;\n" \
"return clamp(colormap, 0.0, 31.0) / 32.0;\n" \
"}\n"
#define GLSL_SOFTWARE_TINT_EQUATION \
"if (tint_color.a > 0.0) {\n" \
"float color_bright = sqrt((base_color.r * base_color.r) + (base_color.g * base_color.g) + (base_color.b * base_color.b));\n" \
"float strength = sqrt(9.0 * tint_color.a);\n" \
"final_color.r = clamp((color_bright * (tint_color.r * strength)) + (base_color.r * (1.0 - strength)), 0.0, 1.0);\n" \
"final_color.g = clamp((color_bright * (tint_color.g * strength)) + (base_color.g * (1.0 - strength)), 0.0, 1.0);\n" \
"final_color.b = clamp((color_bright * (tint_color.b * strength)) + (base_color.b * (1.0 - strength)), 0.0, 1.0);\n" \
"}\n"
#define GLSL_SOFTWARE_FADE_EQUATION \
"float darkness = R_DoomLightingEquation(lighting);\n" \
"final_color = mix(final_color, fade_color, darkness);\n"
#define GLSL_SOFTWARE_FRAGMENT_SHADER \
"uniform sampler2D tex;\n" \
"uniform vec4 mix_color;\n" \
"uniform vec4 poly_color;\n" \
"uniform vec4 tint_color;\n" \
"uniform vec4 fade_color;\n" \
"uniform float lighting;\n" \
"uniform int fog_mode;\n" \
"uniform float fog_density;\n" \
GLSL_INTERNAL_FOG_FUNCTION \
GLSL_DOOM_COLORMAP \
GLSL_DOOM_LIGHT_EQUATION \
"void main(void) {\n" \
"vec4 texel = texture2D(tex, gl_TexCoord[0].st);\n" \
GLSL_INTERNAL_FOG_MIX \
"vec4 base_color = texel * poly_color;\n" \
"vec4 final_color = base_color;\n" \
GLSL_SOFTWARE_TINT_EQUATION \
GLSL_SOFTWARE_FADE_EQUATION \
"final_color.a = texel.a * poly_color.a;\n" \
"gl_FragColor = final_color;\n" \
"}\0"
//
// Fog block shader (Taken from srb2 shader branch)
//
// Alpha of the planes themselves are still slightly off -- see HWR_FogBlockAlpha
//
#define GLSL_FOG_FRAGMENT_SHADER \
"uniform vec4 tint_color;\n" \
"uniform vec4 fade_color;\n" \
"uniform float lighting;\n" \
GLSL_DOOM_COLORMAP \
GLSL_DOOM_LIGHT_EQUATION \
"void main(void) {\n" \
"vec4 base_color = gl_Color;\n" \
"vec4 final_color = base_color;\n" \
GLSL_SOFTWARE_TINT_EQUATION \
GLSL_SOFTWARE_FADE_EQUATION \
"gl_FragColor = final_color;\n" \
"}\0"
//
// GLSL generic fragment shader
//
@ -644,9 +688,7 @@ static const char *fragment_shaders[] = {
GLSL_SOFTWARE_FRAGMENT_SHADER,
// Fog fragment shader
"void main(void) {\n"
"gl_FragColor = gl_Color;\n"
"}\0",
GLSL_FOG_FRAGMENT_SHADER,
// Sky fragment shader
"uniform sampler2D tex;\n"
@ -840,7 +882,8 @@ EXPORT void HWRAPI(LoadShaders) (void)
#define GETUNI(uniform) pglGetUniformLocation(shader->program, uniform);
// lighting
shader->uniforms[gluniform_mix_color] = GETUNI("mix_color");
shader->uniforms[gluniform_poly_color] = GETUNI("poly_color");
shader->uniforms[gluniform_tint_color] = GETUNI("tint_color");
shader->uniforms[gluniform_fade_color] = GETUNI("fade_color");
shader->uniforms[gluniform_lighting] = GETUNI("lighting");
@ -1626,7 +1669,7 @@ EXPORT void HWRAPI(SetTexture) (FTextureInfo *pTexInfo)
}
}
static void load_shaders(FSurfaceInfo *Surface, GLRGBAFloat *mix, GLRGBAFloat *fade)
static void load_shaders(FSurfaceInfo *Surface, GLRGBAFloat *poly, GLRGBAFloat *tint, GLRGBAFloat *fade)
{
#ifdef GL_SHADERS
if (gl_shadersenabled)
@ -1685,7 +1728,9 @@ static void load_shaders(FSurfaceInfo *Surface, GLRGBAFloat *mix, GLRGBAFloat *f
function (uniform, a, b, c, d);
// polygon
UNIFORM_4(shader->uniforms[gluniform_mix_color], mix->red, mix->green, mix->blue, mix->alpha, pglUniform4f);
UNIFORM_4(shader->uniforms[gluniform_poly_color], poly->red, poly->green, poly->blue, poly->alpha, pglUniform4f);
UNIFORM_4(shader->uniforms[gluniform_tint_color], tint->red, tint->green, tint->blue, tint->alpha, pglUniform4f);
// 13062019
// Check for fog
@ -1794,6 +1839,8 @@ static int comparePolygons(const void *p1, const void *p2)
diff64 = poly1->surf.PolyColor.rgba - poly2->surf.PolyColor.rgba;
if (diff64 < 0) return -1; else if (diff64 > 0) return 1;
diff64 = poly1->surf.TintColor.rgba - poly2->surf.TintColor.rgba;
if (diff64 < 0) return -1; else if (diff64 > 0) return 1;
diff64 = poly1->surf.FadeColor.rgba - poly2->surf.FadeColor.rgba;
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*)&currentSurfaceInfo.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(&currentSurfaceInfo, &firstPoly, &firstFade);
load_shaders(&currentSurfaceInfo, &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);