Several changes:

Move HWR_SetShaderState calls from level rendering to HWR_Startup and shader cvar changes

Don't run hwr cvar onchange code when opengl is not loaded

Rename screen_palette_tex shader uniform to more generic palette_tex

Fix palette version of HWR_FadeScreenMenuBack not working outside levels
This commit is contained in:
Hannu Hanhi 2022-03-15 03:50:47 +02:00
parent f74433cc64
commit 1fd9d38994
4 changed files with 19 additions and 22 deletions

View file

@ -6041,9 +6041,6 @@ void HWR_RenderSkyboxView(INT32 viewnumber, player_t *player)
// Actually it only works on Walls and Planes
HWD.pfnSetTransform(&atransform);
// Reset the shader state.
HWR_SetShaderState();
validcount++;
if (cv_glbatching.value)
@ -6256,9 +6253,6 @@ void HWR_RenderPlayerView(INT32 viewnumber, player_t *player)
// Actually it only works on Walls and Planes
HWD.pfnSetTransform(&atransform);
// Reset the shader state.
HWR_SetShaderState();
ps_numbspcalls.value.i = 0;
ps_numpolyobjects.value.i = 0;
PS_START_TIMING(ps_bsptime);
@ -6474,20 +6468,23 @@ static CV_PossibleValue_t glpalettedepth_cons_t[] = {{16, "16 bits"}, {24, "24 b
consvar_t cv_glpaletterendering = CVAR_INIT ("gr_paletterendering", "Off", CV_SAVE|CV_CALL, CV_OnOff, CV_glpaletterendering_OnChange);
consvar_t cv_glpalettedepth = CVAR_INIT ("gr_palettedepth", "16 bits", CV_SAVE|CV_CALL, glpalettedepth_cons_t, CV_glpalettedepth_OnChange);
#define ONLY_IF_GL_LOADED if (vid.glstate != VID_GL_LIBRARY_LOADED) return;
static void CV_glfiltermode_OnChange(void)
{
if (rendermode == render_opengl)
ONLY_IF_GL_LOADED
HWD.pfnSetSpecialState(HWD_SET_TEXTUREFILTERMODE, cv_glfiltermode.value);
}
static void CV_glanisotropic_OnChange(void)
{
if (rendermode == render_opengl)
ONLY_IF_GL_LOADED
HWD.pfnSetSpecialState(HWD_SET_TEXTUREANISOTROPICMODE, cv_glanisotropicmode.value);
}
static void CV_glmodellighting_OnChange(void)
{
ONLY_IF_GL_LOADED
// if shaders have been compiled, then they now need to be recompiled.
if (gl_shadersavailable)
HWR_CompileShaders();
@ -6495,6 +6492,7 @@ static void CV_glmodellighting_OnChange(void)
static void CV_glpaletterendering_OnChange(void)
{
ONLY_IF_GL_LOADED
if (gl_shadersavailable)
{
HWR_CompileShaders();
@ -6504,6 +6502,7 @@ static void CV_glpaletterendering_OnChange(void)
static void CV_glpalettedepth_OnChange(void)
{
ONLY_IF_GL_LOADED
// refresh the screen palette
if (HWR_ShouldUsePaletteRendering())
HWR_SetPalette(pLocalPalette);
@ -6511,6 +6510,8 @@ static void CV_glpalettedepth_OnChange(void)
static void CV_glshaders_OnChange(void)
{
ONLY_IF_GL_LOADED
HWR_SetShaderState();
if (cv_glpaletterendering.value)
{
// can't do palette rendering without shaders, so update the state if needed
@ -6582,6 +6583,7 @@ void HWR_Startup(void)
#endif
gl_shadersavailable = HWR_InitShaders();
HWR_SetShaderState();
HWR_LoadAllCustomShaders();
HWR_TogglePaletteRendering();
}
@ -6870,9 +6872,6 @@ void HWR_DoWipe(UINT8 wipenum, UINT8 scrnnum)
// polycolor alpha communicates fadein / fadeout to the shader and the backend
surf.PolyColor.s.alpha = (wipestyleflags & WSF_FADEIN) ? 255 : 0;
// backend shader may not have been enabled yet so do it here
HWR_SetShaderState();
HWD.pfnSetShader(HWR_GetShaderFromTarget(SHADER_UI_TINTED_WIPE));
HWD.pfnDoScreenWipe(HWD_SCREENTEXTURE_WIPE_START, HWD_SCREENTEXTURE_WIPE_END,
&surf, polyflags);

View file

@ -306,12 +306,12 @@
#define GLSL_PALETTE_POSTPROCESS_SHADER \
"uniform sampler2D tex;\n" \
"uniform sampler3D palette_lookup_tex;\n" \
"uniform sampler1D screen_palette_tex;\n" \
"uniform sampler1D palette_tex;\n" \
"void main(void) {\n" \
"vec4 texel = texture2D(tex, gl_TexCoord[0].st);\n" \
"float tex_pal_idx = texture3D(palette_lookup_tex, vec3((texel * 63.0 + 0.5) / 64.0))[0] * 255.0;\n" \
"float palette_coord = (tex_pal_idx + 0.5) / 256.0;\n" \
"vec4 final_color = texture1D(screen_palette_tex, palette_coord);\n" \
"vec4 final_color = texture1D(palette_tex, palette_coord);\n" \
"gl_FragColor = final_color;\n" \
"}\0"

View file

@ -617,9 +617,9 @@ typedef enum
gluniform_fade_end,
// palette rendering
gluniform_screen_palette_tex,
gluniform_palette_lookup_tex,
gluniform_lighttable_tex,
gluniform_palette_tex, // 1d texture containing a palette
gluniform_palette_lookup_tex, // 3d texture containing the rgb->index lookup table
gluniform_lighttable_tex, // 2d texture containing a light table
// misc.
gluniform_leveltime,
@ -1918,7 +1918,7 @@ static boolean Shader_CompileProgram(gl_shader_t *shader, GLint i)
shader->uniforms[gluniform_fade_end] = GETUNI("fade_end");
// palette rendering
shader->uniforms[gluniform_screen_palette_tex] = GETUNI("screen_palette_tex");
shader->uniforms[gluniform_palette_tex] = GETUNI("palette_tex");
shader->uniforms[gluniform_palette_lookup_tex] = GETUNI("palette_lookup_tex");
shader->uniforms[gluniform_lighttable_tex] = GETUNI("lighttable_tex");
@ -1934,7 +1934,7 @@ static boolean Shader_CompileProgram(gl_shader_t *shader, GLint i)
pglUseProgram(shader->program);
// texture unit numbers for the samplers used for palette rendering
UNIFORM_1(shader->uniforms[gluniform_screen_palette_tex], 2, pglUniform1i);
UNIFORM_1(shader->uniforms[gluniform_palette_tex], 2, pglUniform1i);
UNIFORM_1(shader->uniforms[gluniform_palette_lookup_tex], 1, pglUniform1i);
UNIFORM_1(shader->uniforms[gluniform_lighttable_tex], 2, pglUniform1i);

View file

@ -1258,11 +1258,9 @@ void I_FinishUpdate(void)
if (HWR_ShouldUsePaletteRendering())
{
HWD.pfnMakeScreenTexture(HWD_SCREENTEXTURE_GENERIC2);
HWD.pfnSetSpecialState(HWD_SET_SHADERS, 1);
HWD.pfnSetShader(HWR_GetShaderFromTarget(SHADER_PALETTE_POSTPROCESS));
HWD.pfnDrawScreenTexture(HWD_SCREENTEXTURE_GENERIC2, NULL, 0);
HWD.pfnUnSetShader();
HWD.pfnSetSpecialState(HWD_SET_SHADERS, 0);
}
OglSdlFinishUpdate(cv_vidwait.value);
}