Let steal some OpenGL fixes

Merge branch 'master' of https://github.com/Sryder13/SRB2
This commit is contained in:
Alam Ed Arias 2014-03-23 10:29:32 -04:00
commit 3a5fcc58da

View file

@ -4592,8 +4592,6 @@ if (0)
if (cv_grfog.value) if (cv_grfog.value)
HWD.pfnSetSpecialState(HWD_SET_FOG_MODE, 0); HWD.pfnSetSpecialState(HWD_SET_FOG_MODE, 0);
HWR_DoPostProcessor(player);
// Check for new console commands. // Check for new console commands.
NetUpdate(); NetUpdate();
@ -4612,6 +4610,15 @@ void HWR_RenderPlayerView(INT32 viewnumber, player_t *player)
const boolean skybox = (skyboxmo[0] && cv_skybox.value); // True if there's a skybox object and skyboxes are on const boolean skybox = (skyboxmo[0] && cv_skybox.value); // True if there's a skybox object and skyboxes are on
FRGBAFloat ClearColor;
ClearColor.red = 0.0f;
ClearColor.green = 0.0f;
ClearColor.blue = 0.0f;
ClearColor.alpha = 1.0f;
HWD.pfnClearBuffer(true, false, &ClearColor); // Clear the Color Buffer, stops HOMs. Also seems to fix the skybox issue on Intel GPUs.
if (skybox && drawsky) // If there's a skybox and we should be drawing the sky, draw the skybox if (skybox && drawsky) // If there's a skybox and we should be drawing the sky, draw the skybox
HWR_RenderSkyboxView(viewnumber, player); // This is drawn before everything else so it is placed behind HWR_RenderSkyboxView(viewnumber, player); // This is drawn before everything else so it is placed behind
@ -4687,7 +4694,7 @@ void HWR_RenderPlayerView(INT32 viewnumber, player_t *player)
gr_fovlud = (float)(1.0l/tan((double)(fpov*M_PIl/360l))); gr_fovlud = (float)(1.0l/tan((double)(fpov*M_PIl/360l)));
//------------------------------------------------------------------------ //------------------------------------------------------------------------
HWR_ClearView(); HWR_ClearView(); // Clears the depth buffer and resets the view I believe
if (0) if (0)
{ // I don't think this is ever used. { // I don't think this is ever used.
@ -5224,11 +5231,19 @@ void HWR_DoPostProcessor(player_t *player)
FOutVector v[4]; FOutVector v[4];
FSurfaceInfo Surf; FSurfaceInfo Surf;
v[0].x = v[2].y = v[3].x = v[3].y = -1.0f; v[0].x = v[2].y = v[3].x = v[3].y = -4.0f;
v[0].y = v[1].x = v[1].y = v[2].x = 1.0f; v[0].y = v[1].x = v[1].y = v[2].x = 4.0f;
v[0].z = v[1].z = v[2].z = v[3].z = 1.0f; v[0].z = v[1].z = v[2].z = v[3].z = 4.0f; // 4.0 because of the same reason as with the sky, just after the screen is cleared so near clipping plane is 3.99
// This won't change if the flash palettes are changed unfortunately, but it works for its purpose
if (player->flashpal == PAL_NUKE)
{
Surf.FlatColor.s.red = 0xff;
Surf.FlatColor.s.green = Surf.FlatColor.s.blue = 0x7F; // The nuke palette is kind of pink-ish
}
else
Surf.FlatColor.s.red = Surf.FlatColor.s.green = Surf.FlatColor.s.blue = 0xff; Surf.FlatColor.s.red = Surf.FlatColor.s.green = Surf.FlatColor.s.blue = 0xff;
Surf.FlatColor.s.alpha = 0xc0; // match software mode Surf.FlatColor.s.alpha = 0xc0; // match software mode
HWD.pfnDrawPolygon(&Surf, v, 4, PF_Modulated|PF_Additive|PF_NoTexture|PF_NoDepthTest|PF_Clip|PF_NoZClip); HWD.pfnDrawPolygon(&Surf, v, 4, PF_Modulated|PF_Additive|PF_NoTexture|PF_NoDepthTest|PF_Clip|PF_NoZClip);