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https://git.do.srb2.org/STJr/SRB2.git
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Merge branch 'gl-colormapped-epolyflag' into 'next'
Fix uninitialized reads in PreparePolygon See merge request STJr/SRB2!1392
This commit is contained in:
commit
02ee480abe
4 changed files with 119 additions and 63 deletions
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@ -229,14 +229,15 @@ enum EPolyFlags
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PF_NoDepthTest = 0x00000200, // Disables the depth test mode
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PF_Invisible = 0x00000400, // Disables write to color buffer
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PF_Decal = 0x00000800, // Enables polygon offset
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PF_Modulated = 0x00001000, // Modulation (multiply output with constant ARGB)
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PF_Modulated = 0x00001000, // Modulation (multiply output with constant RGBA)
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// When set, pass the color constant into the FSurfaceInfo -> PolyColor
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PF_NoTexture = 0x00002000, // Disables texturing
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PF_Corona = 0x00004000, // Tells the renderer we are drawing a corona
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PF_Ripple = 0x00008000, // Water effect shader
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PF_ColorMapped = 0x00008000, // Surface has "tint" and "fade" colors, which are sent as uniforms to a shader.
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PF_RemoveYWrap = 0x00010000, // Forces clamp texture on Y
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PF_ForceWrapX = 0x00020000, // Forces repeat texture on X
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PF_ForceWrapY = 0x00040000 // Forces repeat texture on Y
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PF_ForceWrapY = 0x00040000, // Forces repeat texture on Y
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PF_Ripple = 0x00100000 // Water ripple effect. The current backend doesn't use it for anything.
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};
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@ -265,7 +266,6 @@ struct FTextureInfo
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};
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typedef struct FTextureInfo FTextureInfo;
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// jimita 14032019
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struct FLightInfo
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{
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FUINT light_level;
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@ -281,7 +281,7 @@ struct FSurfaceInfo
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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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FLightInfo LightInfo;
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};
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typedef struct FSurfaceInfo FSurfaceInfo;
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@ -68,7 +68,6 @@ EXPORT void HWRAPI(DrawScreenFinalTexture) (int width, int height);
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#define SCREENVERTS 10
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EXPORT void HWRAPI(PostImgRedraw) (float points[SCREENVERTS][SCREENVERTS][2]);
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// jimita
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EXPORT boolean HWRAPI(CompileShaders) (void);
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EXPORT void HWRAPI(CleanShaders) (void);
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EXPORT void HWRAPI(SetShader) (int type);
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@ -173,6 +173,11 @@ boolean gl_shadersavailable = true;
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// Lighting
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// ==========================================================================
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static boolean HWR_UseShader(void)
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{
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return (cv_glshaders.value && gl_shadersavailable);
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}
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void HWR_Lighting(FSurfaceInfo *Surface, INT32 light_level, extracolormap_t *colormap)
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{
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RGBA_t poly_color, tint_color, fade_color;
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@ -182,7 +187,7 @@ void HWR_Lighting(FSurfaceInfo *Surface, INT32 light_level, extracolormap_t *col
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fade_color.rgba = (colormap != NULL) ? (UINT32)colormap->fadergba : GL_DEFAULTFOG;
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// Crappy backup coloring if you can't do shaders
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if (!cv_glshaders.value || !gl_shadersavailable)
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if (!HWR_UseShader())
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{
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// be careful, this may get negative for high lightlevel values.
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float tint_alpha, fade_alpha;
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@ -371,7 +376,7 @@ static void HWR_RenderPlane(subsector_t *subsector, extrasubsector_t *xsub, bool
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static FOutVector *planeVerts = NULL;
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static UINT16 numAllocedPlaneVerts = 0;
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int shader;
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INT32 shader = SHADER_DEFAULT;
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// no convex poly were generated for this subsector
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if (!xsub->planepoly)
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@ -568,12 +573,17 @@ static void HWR_RenderPlane(subsector_t *subsector, extrasubsector_t *xsub, bool
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else
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PolyFlags |= PF_Masked|PF_Modulated;
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if (HWR_UseShader())
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{
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if (PolyFlags & PF_Fog)
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shader = SHADER_FOG; // fog shader
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shader = SHADER_FOG;
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else if (PolyFlags & PF_Ripple)
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shader = SHADER_WATER; // water shader
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shader = SHADER_WATER;
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else
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shader = SHADER_FLOOR; // floor shader
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shader = SHADER_FLOOR;
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PolyFlags |= PF_ColorMapped;
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}
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HWR_ProcessPolygon(&Surf, planeVerts, nrPlaneVerts, PolyFlags, shader, false);
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@ -788,8 +798,17 @@ static void HWR_AddTransparentWall(FOutVector *wallVerts, FSurfaceInfo *pSurf, I
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//
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static void HWR_ProjectWall(FOutVector *wallVerts, FSurfaceInfo *pSurf, FBITFIELD blendmode, INT32 lightlevel, extracolormap_t *wallcolormap)
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{
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INT32 shader = SHADER_DEFAULT;
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HWR_Lighting(pSurf, lightlevel, wallcolormap);
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HWR_ProcessPolygon(pSurf, wallVerts, 4, blendmode|PF_Modulated|PF_Occlude, SHADER_WALL, false); // wall shader
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if (HWR_UseShader())
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{
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shader = SHADER_WALL;
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blendmode |= PF_ColorMapped;
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}
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HWR_ProcessPolygon(pSurf, wallVerts, 4, blendmode|PF_Modulated|PF_Occlude, shader, false);
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}
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// ==========================================================================
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@ -2666,30 +2685,30 @@ static void HWR_RenderPolyObjectPlane(polyobj_t *polysector, boolean isceiling,
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FBITFIELD blendmode, UINT8 lightlevel, levelflat_t *levelflat, sector_t *FOFsector,
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UINT8 alpha, extracolormap_t *planecolormap)
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{
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float height; //constant y for all points on the convex flat polygon
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FSurfaceInfo Surf;
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FOutVector *v3d;
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INT32 shader = SHADER_DEFAULT;
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size_t nrPlaneVerts = polysector->numVertices;
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INT32 i;
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float height = FIXED_TO_FLOAT(fixedheight); // constant y for all points on the convex flat polygon
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float flatxref, flatyref;
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float fflatwidth = 64.0f, fflatheight = 64.0f;
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INT32 flatflag = 63;
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boolean texflat = false;
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float scrollx = 0.0f, scrolly = 0.0f;
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angle_t angle = 0;
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FSurfaceInfo Surf;
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fixed_t tempxs, tempyt;
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size_t nrPlaneVerts;
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static FOutVector *planeVerts = NULL;
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static UINT16 numAllocedPlaneVerts = 0;
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nrPlaneVerts = polysector->numVertices;
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height = FIXED_TO_FLOAT(fixedheight);
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if (nrPlaneVerts < 3) //not even a triangle ?
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if (nrPlaneVerts < 3) // Not even a triangle?
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return;
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if (nrPlaneVerts > (size_t)UINT16_MAX) // FIXME: exceeds plVerts size
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else if (nrPlaneVerts > (size_t)UINT16_MAX) // FIXME: exceeds plVerts size
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{
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CONS_Debug(DBG_RENDER, "polygon size of %s exceeds max value of %d vertices\n", sizeu1(nrPlaneVerts), UINT16_MAX);
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return;
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@ -2841,7 +2860,6 @@ static void HWR_RenderPolyObjectPlane(polyobj_t *polysector, boolean isceiling,
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v3d->z = FIXED_TO_FLOAT(polysector->vertices[i]->y);
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}
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HWR_Lighting(&Surf, lightlevel, planecolormap);
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if (blendmode & PF_Translucent)
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@ -2852,7 +2870,13 @@ static void HWR_RenderPolyObjectPlane(polyobj_t *polysector, boolean isceiling,
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else
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blendmode |= PF_Masked|PF_Modulated;
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HWR_ProcessPolygon(&Surf, planeVerts, nrPlaneVerts, blendmode, SHADER_FLOOR, false); // floor shader
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if (HWR_UseShader())
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{
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shader = SHADER_FLOOR;
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blendmode |= PF_ColorMapped;
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}
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HWR_ProcessPolygon(&Surf, planeVerts, nrPlaneVerts, blendmode, shader, false);
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}
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static void HWR_AddPolyObjectPlanes(void)
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@ -3573,6 +3597,8 @@ static void HWR_DrawDropShadow(mobj_t *thing, fixed_t scale)
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FSurfaceInfo sSurf;
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float fscale; float fx; float fy; float offset;
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extracolormap_t *colormap = NULL;
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FBITFIELD blendmode = PF_Translucent|PF_Modulated;
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INT32 shader = SHADER_DEFAULT;
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UINT8 i;
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SINT8 flip = P_MobjFlip(thing);
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@ -3665,7 +3691,13 @@ static void HWR_DrawDropShadow(mobj_t *thing, fixed_t scale)
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HWR_Lighting(&sSurf, 0, colormap);
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sSurf.PolyColor.s.alpha = alpha;
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HWR_ProcessPolygon(&sSurf, shadowVerts, 4, PF_Translucent|PF_Modulated, SHADER_SPRITE, false); // sprite shader
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if (HWR_UseShader())
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{
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shader = SHADER_SPRITE;
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blendmode |= PF_ColorMapped;
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}
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HWR_ProcessPolygon(&sSurf, shadowVerts, 4, blendmode, shader, false);
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}
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// This is expecting a pointer to an array containing 4 wallVerts for a sprite
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@ -3713,6 +3745,7 @@ static void HWR_SplitSprite(gl_vissprite_t *spr)
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boolean lightset = true;
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FBITFIELD blend = 0;
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FBITFIELD occlusion;
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INT32 shader = SHADER_DEFAULT;
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boolean use_linkdraw_hack = false;
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UINT8 alpha;
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@ -3833,6 +3866,12 @@ static void HWR_SplitSprite(gl_vissprite_t *spr)
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if (!occlusion) use_linkdraw_hack = true;
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}
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if (HWR_UseShader())
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{
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shader = SHADER_SPRITE;
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blend |= PF_ColorMapped;
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}
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alpha = Surf.PolyColor.s.alpha;
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// Start with the lightlevel and colormap from the top of the sprite
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@ -3941,7 +3980,7 @@ static void HWR_SplitSprite(gl_vissprite_t *spr)
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Surf.PolyColor.s.alpha = alpha;
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HWR_ProcessPolygon(&Surf, wallVerts, 4, blend|PF_Modulated, SHADER_SPRITE, false); // sprite shader
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HWR_ProcessPolygon(&Surf, wallVerts, 4, blend|PF_Modulated, shader, false);
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if (use_linkdraw_hack)
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HWR_LinkDrawHackAdd(wallVerts, spr);
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@ -3970,7 +4009,7 @@ static void HWR_SplitSprite(gl_vissprite_t *spr)
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Surf.PolyColor.s.alpha = alpha;
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HWR_ProcessPolygon(&Surf, wallVerts, 4, blend|PF_Modulated, SHADER_SPRITE, false); // sprite shader
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HWR_ProcessPolygon(&Surf, wallVerts, 4, blend|PF_Modulated, shader, false);
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if (use_linkdraw_hack)
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HWR_LinkDrawHackAdd(wallVerts, spr);
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@ -4220,6 +4259,7 @@ static void HWR_DrawSprite(gl_vissprite_t *spr)
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}
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{
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INT32 shader = SHADER_DEFAULT;
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FBITFIELD blend = 0;
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FBITFIELD occlusion;
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boolean use_linkdraw_hack = false;
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@ -4270,7 +4310,13 @@ static void HWR_DrawSprite(gl_vissprite_t *spr)
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if (!occlusion) use_linkdraw_hack = true;
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}
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HWR_ProcessPolygon(&Surf, wallVerts, 4, blend|PF_Modulated, SHADER_SPRITE, false); // sprite shader
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if (HWR_UseShader())
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{
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shader = SHADER_SPRITE;
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blend |= PF_ColorMapped;
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}
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HWR_ProcessPolygon(&Surf, wallVerts, 4, blend|PF_Modulated, shader, false);
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if (use_linkdraw_hack)
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HWR_LinkDrawHackAdd(wallVerts, spr);
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@ -4281,6 +4327,7 @@ static void HWR_DrawSprite(gl_vissprite_t *spr)
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// Sprite drawer for precipitation
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static inline void HWR_DrawPrecipitationSprite(gl_vissprite_t *spr)
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{
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INT32 shader = SHADER_DEFAULT;
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FBITFIELD blend = 0;
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FOutVector wallVerts[4];
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patch_t *gpatch;
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@ -4369,7 +4416,13 @@ static inline void HWR_DrawPrecipitationSprite(gl_vissprite_t *spr)
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blend = HWR_GetBlendModeFlag(spr->mobj->blendmode)|PF_Occlude;
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}
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HWR_ProcessPolygon(&Surf, wallVerts, 4, blend|PF_Modulated, SHADER_SPRITE, false); // sprite shader
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if (HWR_UseShader())
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{
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shader = SHADER_SPRITE;
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blend |= PF_ColorMapped;
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}
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HWR_ProcessPolygon(&Surf, wallVerts, 4, blend|PF_Modulated, shader, false);
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}
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#endif
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@ -6465,24 +6518,29 @@ void HWR_RenderWall(FOutVector *wallVerts, FSurfaceInfo *pSurf, FBITFIELD blend,
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FBITFIELD blendmode = blend;
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UINT8 alpha = pSurf->PolyColor.s.alpha; // retain the alpha
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int shader;
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INT32 shader = SHADER_DEFAULT;
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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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HWR_Lighting(pSurf, lightlevel, wallcolormap);
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pSurf->PolyColor.s.alpha = alpha; // put the alpha back after lighting
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shader = SHADER_WALL; // wall shader
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if (blend & PF_Environment)
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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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if (HWR_UseShader())
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{
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blendmode |= PF_Fog;
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shader = SHADER_FOG; // fog shader
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if (fogwall)
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shader = SHADER_FOG;
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else
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shader = SHADER_WALL;
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blendmode |= PF_ColorMapped;
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}
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if (fogwall)
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blendmode |= PF_Fog;
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blendmode |= PF_Modulated; // No PF_Occlude means overlapping (incorrect) transparency
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HWR_ProcessPolygon(pSurf, wallVerts, 4, blendmode, shader, false);
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}
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@ -6658,7 +6716,6 @@ void HWR_DrawScreenFinalTexture(int width, int height)
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HWD.pfnDrawScreenFinalTexture(width, height);
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}
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// jimita 18032019
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static inline UINT16 HWR_FindShaderDefs(UINT16 wadnum)
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{
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UINT16 i;
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@ -910,7 +910,6 @@ void SetupGLFunc4(void)
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pgluBuild2DMipmaps = GetGLFunc("gluBuild2DMipmaps");
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}
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// jimita
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EXPORT boolean HWRAPI(CompileShaders) (void)
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{
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#ifdef GL_SHADERS
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@ -2176,33 +2175,35 @@ static void PreparePolygon(FSurfaceInfo *pSurf, FOutVector *pOutVerts, FBITFIELD
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SetBlend(PolyFlags); //TODO: inline (#pragma..)
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// PolyColor
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if (pSurf)
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{
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// If Modulated, mix the surface colour to the texture
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// If modulated, mix the surface colour to the texture
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if (CurrentPolyFlags & PF_Modulated)
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pglColor4ubv((GLubyte*)&pSurf->PolyColor.s);
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// If the surface is either modulated or colormapped, or both
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if (CurrentPolyFlags & (PF_Modulated | PF_ColorMapped))
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{
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// Poly color
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poly.red = byte2float[pSurf->PolyColor.s.red];
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poly.green = byte2float[pSurf->PolyColor.s.green];
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poly.blue = byte2float[pSurf->PolyColor.s.blue];
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poly.alpha = byte2float[pSurf->PolyColor.s.alpha];
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pglColor4ubv((GLubyte*)&pSurf->PolyColor.s);
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}
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// Tint color
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// Only if the surface is colormapped
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if (CurrentPolyFlags & PF_ColorMapped)
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{
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tint.red = byte2float[pSurf->TintColor.s.red];
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tint.green = byte2float[pSurf->TintColor.s.green];
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tint.blue = byte2float[pSurf->TintColor.s.blue];
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tint.alpha = byte2float[pSurf->TintColor.s.alpha];
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// Fade color
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fade.red = byte2float[pSurf->FadeColor.s.red];
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fade.green = byte2float[pSurf->FadeColor.s.green];
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fade.blue = byte2float[pSurf->FadeColor.s.blue];
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fade.alpha = byte2float[pSurf->FadeColor.s.alpha];
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}
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}
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// this test is added for new coronas' code (without depth buffer)
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// I think I should do a separate function for drawing coronas, so it will be a little faster
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@ -3015,7 +3016,6 @@ EXPORT void HWRAPI(SetTransform) (FTransform *stransform)
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pglMatrixMode(GL_PROJECTION);
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pglLoadIdentity();
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// jimita 14042019
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// Simulate Software's y-shearing
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// https://zdoom.org/wiki/Y-shearing
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if (shearing)
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