Merge branch 'next' into delete-unused-render-code

This commit is contained in:
Lactozilla 2024-02-19 19:20:48 -03:00
commit 5a46f12c62
31 changed files with 2325 additions and 1064 deletions

View file

@ -569,7 +569,7 @@ void F_RunWipe(UINT8 wipetype, boolean drawMenu)
if (rendermode == render_opengl)
{
// send in the wipe type and wipe frame because we need to cache the graphic
HWR_DoTintedWipe(wipetype, wipeframe-1);
HWR_DoWipe(wipetype, wipeframe-1);
}
else
#endif

View file

@ -10,5 +10,6 @@ target_sources(SRB2SDL2 PRIVATE
hw_md3load.c
hw_model.c
hw_batching.c
hw_shaders.c
r_opengl/r_opengl.c
)

View file

@ -9,4 +9,5 @@ hw_md2load.c
hw_md3load.c
hw_model.c
hw_batching.c
hw_shaders.c
r_opengl/r_opengl.c

View file

@ -76,7 +76,7 @@ void HWR_SetCurrentTexture(GLMipmap_t *texture)
// If batching is enabled, this function collects the polygon data and the chosen texture
// for later use in HWR_RenderBatches. Otherwise the rendering backend is used to
// render the polygon immediately.
void HWR_ProcessPolygon(FSurfaceInfo *pSurf, FOutVector *pOutVerts, FUINT iNumPts, FBITFIELD PolyFlags, int shader, boolean horizonSpecial)
void HWR_ProcessPolygon(FSurfaceInfo *pSurf, FOutVector *pOutVerts, FUINT iNumPts, FBITFIELD PolyFlags, int shader_target, boolean horizonSpecial)
{
if (currently_batching)
{
@ -114,7 +114,7 @@ void HWR_ProcessPolygon(FSurfaceInfo *pSurf, FOutVector *pOutVerts, FUINT iNumPt
polygonArray[polygonArraySize].numVerts = iNumPts;
polygonArray[polygonArraySize].polyFlags = PolyFlags;
polygonArray[polygonArraySize].texture = current_texture;
polygonArray[polygonArraySize].shader = shader;
polygonArray[polygonArraySize].shader = (shader_target != -1) ? HWR_GetShaderFromTarget(shader_target) : shader_target;
polygonArray[polygonArraySize].horizonSpecial = horizonSpecial;
// default to polygonArraySize so we don't lose order on horizon lines
// (yes, it's supposed to be negative, since we're sorting in that direction)
@ -134,7 +134,7 @@ void HWR_ProcessPolygon(FSurfaceInfo *pSurf, FOutVector *pOutVerts, FUINT iNumPt
DIGEST(hash, pSurf->PolyColor.rgba);
if (cv_glshaders.value && gl_shadersavailable)
{
DIGEST(hash, shader);
DIGEST(hash, shader_target);
DIGEST(hash, pSurf->TintColor.rgba);
DIGEST(hash, pSurf->FadeColor.rgba);
DIGEST(hash, pSurf->LightInfo.light_level);
@ -151,8 +151,7 @@ void HWR_ProcessPolygon(FSurfaceInfo *pSurf, FOutVector *pOutVerts, FUINT iNumPt
}
else
{
if (shader)
HWD.pfnSetShader(shader);
HWD.pfnSetShader((shader_target != SHADER_NONE) ? HWR_GetShaderFromTarget(shader_target) : shader_target);
HWD.pfnDrawPolygon(pSurf, pOutVerts, iNumPts, PolyFlags);
}
}

View file

@ -32,6 +32,14 @@
INT32 patchformat = GL_TEXFMT_AP_88; // use alpha for holes
INT32 textureformat = GL_TEXFMT_P_8; // use chromakey for hole
RGBA_t mapPalette[256] = {0}; // the palette for the currently loaded level or menu etc.
// Returns a pointer to the palette which should be used for caching textures.
RGBA_t *HWR_GetTexturePalette(void)
{
return HWR_ShouldUsePaletteRendering() ? mapPalette : pLocalPalette;
}
static INT32 format2bpp(GLTextureFormat_t format)
{
if (format == GL_TEXFMT_RGBA)
@ -49,7 +57,7 @@ static void HWR_DrawColumnInCache(const column_t *patchcol, UINT8 *block, GLMipm
INT32 pblockheight, INT32 blockmodulo,
fixed_t yfracstep, fixed_t scale_y,
texpatch_t *originPatch, INT32 patchheight,
INT32 bpp)
INT32 bpp, RGBA_t *palette)
{
fixed_t yfrac, position, count;
UINT8 *dest;
@ -113,7 +121,7 @@ static void HWR_DrawColumnInCache(const column_t *patchcol, UINT8 *block, GLMipm
memcpy(dest, &texelu16, sizeof(UINT16));
break;
case 3:
colortemp = V_GetColor(texel);
colortemp = palette[texel];
if ((originPatch != NULL) && (originPatch->style != AST_COPY))
{
RGBA_t rgbatexel;
@ -123,7 +131,7 @@ static void HWR_DrawColumnInCache(const column_t *patchcol, UINT8 *block, GLMipm
memcpy(dest, &colortemp, sizeof(RGBA_t)-sizeof(UINT8));
break;
case 4:
colortemp = V_GetColor(texel);
colortemp = palette[texel];
colortemp.s.alpha = alpha;
if ((originPatch != NULL) && (originPatch->style != AST_COPY))
{
@ -152,7 +160,7 @@ static void HWR_DrawFlippedColumnInCache(const column_t *patchcol, UINT8 *block,
INT32 pblockheight, INT32 blockmodulo,
fixed_t yfracstep, fixed_t scale_y,
texpatch_t *originPatch, INT32 patchheight,
INT32 bpp)
INT32 bpp, RGBA_t *palette)
{
fixed_t yfrac, position, count;
UINT8 *dest;
@ -217,7 +225,7 @@ static void HWR_DrawFlippedColumnInCache(const column_t *patchcol, UINT8 *block,
memcpy(dest, &texelu16, sizeof(UINT16));
break;
case 3:
colortemp = V_GetColor(texel);
colortemp = palette[texel];
if ((originPatch != NULL) && (originPatch->style != AST_COPY))
{
RGBA_t rgbatexel;
@ -227,7 +235,7 @@ static void HWR_DrawFlippedColumnInCache(const column_t *patchcol, UINT8 *block,
memcpy(dest, &colortemp, sizeof(RGBA_t)-sizeof(UINT8));
break;
case 4:
colortemp = V_GetColor(texel);
colortemp = palette[texel];
colortemp.s.alpha = alpha;
if ((originPatch != NULL) && (originPatch->style != AST_COPY))
{
@ -269,10 +277,13 @@ static void HWR_DrawPatchInCache(GLMipmap_t *mipmap,
UINT8 *block = mipmap->data;
INT32 bpp;
INT32 blockmodulo;
RGBA_t *palette;
if (pwidth <= 0 || pheight <= 0)
return;
palette = HWR_GetTexturePalette();
ncols = pwidth;
// source advance
@ -298,7 +309,7 @@ static void HWR_DrawPatchInCache(GLMipmap_t *mipmap,
pblockheight, blockmodulo,
yfracstep, scale_y,
NULL, pheight, // not that pheight is going to get used anyway...
bpp);
bpp, palette);
}
}
@ -317,16 +328,19 @@ static void HWR_DrawTexturePatchInCache(GLMipmap_t *mipmap,
INT32 bpp;
INT32 blockmodulo;
INT32 width, height;
RGBA_t *palette;
// Column drawing function pointer.
static void (*ColumnDrawerPointer)(const column_t *patchcol, UINT8 *block, GLMipmap_t *mipmap,
INT32 pblockheight, INT32 blockmodulo,
fixed_t yfracstep, fixed_t scale_y,
texpatch_t *originPatch, INT32 patchheight,
INT32 bpp);
INT32 bpp, RGBA_t *palette);
if (texture->width <= 0 || texture->height <= 0)
return;
palette = HWR_GetTexturePalette();
ColumnDrawerPointer = (patch->flip & 2) ? HWR_DrawFlippedColumnInCache : HWR_DrawColumnInCache;
x1 = patch->originx;
@ -386,7 +400,7 @@ static void HWR_DrawTexturePatchInCache(GLMipmap_t *mipmap,
pblockheight, blockmodulo,
yfracstep, scale_y,
patch, height,
bpp);
bpp, palette);
}
}
@ -429,6 +443,9 @@ static void HWR_GenerateTexture(INT32 texnum, GLMapTexture_t *grtex)
INT32 i;
boolean skyspecial = false; //poor hack for Legacy large skies..
RGBA_t *palette;
palette = HWR_GetTexturePalette();
texture = textures[texnum];
// hack the Legacy skies..
@ -447,6 +464,9 @@ static void HWR_GenerateTexture(INT32 texnum, GLMapTexture_t *grtex)
grtex->mipmap.width = (UINT16)texture->width;
grtex->mipmap.height = (UINT16)texture->height;
if (skyspecial)
grtex->mipmap.format = GL_TEXFMT_RGBA; // that skyspecial code below assumes this format ...
else
grtex->mipmap.format = textureformat;
blockwidth = texture->width;
@ -459,7 +479,7 @@ static void HWR_GenerateTexture(INT32 texnum, GLMapTexture_t *grtex)
INT32 j;
RGBA_t col;
col = V_GetColor(HWR_PATCHES_CHROMAKEY_COLORINDEX);
col = palette[HWR_PATCHES_CHROMAKEY_COLORINDEX];
for (j = 0; j < blockheight; j++)
{
for (i = 0; i < blockwidth; i++)
@ -739,19 +759,6 @@ void HWR_LoadMapTextures(size_t pnumtextures)
gl_maptexturesloaded = true;
}
void HWR_SetPalette(RGBA_t *palette)
{
HWD.pfnSetPalette(palette);
// hardware driver will flush there own cache if cache is non paletized
// now flush data texture cache so 32 bit texture are recomputed
if (patchformat == GL_TEXFMT_RGBA || textureformat == GL_TEXFMT_RGBA)
{
Z_FreeTag(PU_HWRCACHE);
Z_FreeTag(PU_HWRCACHE_UNLOCKED);
}
}
// --------------------------------------------------------------------------
// Make sure texture is downloaded and set it as the source
// --------------------------------------------------------------------------
@ -965,6 +972,139 @@ void HWR_UnlockCachedPatch(GLPatch_t *gpatch)
Z_ChangeTag(gpatch->mipmap->data, PU_HWRCACHE_UNLOCKED);
}
static const INT32 picmode2GR[] =
{
GL_TEXFMT_P_8, // PALETTE
0, // INTENSITY (unsupported yet)
GL_TEXFMT_ALPHA_INTENSITY_88, // INTENSITY_ALPHA (corona use this)
0, // RGB24 (unsupported yet)
GL_TEXFMT_RGBA, // RGBA32 (opengl only)
};
static void HWR_DrawPicInCache(UINT8 *block, INT32 pblockwidth, INT32 pblockheight,
INT32 blockmodulo, pic_t *pic, INT32 bpp)
{
INT32 i,j;
fixed_t posx, posy, stepx, stepy;
UINT8 *dest, *src, texel;
UINT16 texelu16;
INT32 picbpp;
RGBA_t col;
RGBA_t *palette = HWR_GetTexturePalette();
stepy = ((INT32)SHORT(pic->height)<<FRACBITS)/pblockheight;
stepx = ((INT32)SHORT(pic->width)<<FRACBITS)/pblockwidth;
picbpp = format2bpp(picmode2GR[pic->mode]);
posy = 0;
for (j = 0; j < pblockheight; j++)
{
posx = 0;
dest = &block[j*blockmodulo];
src = &pic->data[(posy>>FRACBITS)*SHORT(pic->width)*picbpp];
for (i = 0; i < pblockwidth;i++)
{
switch (pic->mode)
{ // source bpp
case PALETTE :
texel = src[(posx+FRACUNIT/2)>>FRACBITS];
switch (bpp)
{ // destination bpp
case 1 :
*dest++ = texel; break;
case 2 :
texelu16 = (UINT16)(texel | 0xff00);
memcpy(dest, &texelu16, sizeof(UINT16));
dest += sizeof(UINT16);
break;
case 3 :
col = palette[texel];
memcpy(dest, &col, sizeof(RGBA_t)-sizeof(UINT8));
dest += sizeof(RGBA_t)-sizeof(UINT8);
break;
case 4 :
memcpy(dest, &palette[texel], sizeof(RGBA_t));
dest += sizeof(RGBA_t);
break;
}
break;
case INTENSITY :
*dest++ = src[(posx+FRACUNIT/2)>>FRACBITS];
break;
case INTENSITY_ALPHA : // assume dest bpp = 2
memcpy(dest, src + ((posx+FRACUNIT/2)>>FRACBITS)*sizeof(UINT16), sizeof(UINT16));
dest += sizeof(UINT16);
break;
case RGB24 :
break; // not supported yet
case RGBA32 : // assume dest bpp = 4
dest += sizeof(UINT32);
memcpy(dest, src + ((posx+FRACUNIT/2)>>FRACBITS)*sizeof(UINT32), sizeof(UINT32));
break;
}
posx += stepx;
}
posy += stepy;
}
}
// -----------------+
// HWR_GetPic : Download a Doom pic (raw row encoded with no 'holes')
// Returns :
// -----------------+
patch_t *HWR_GetPic(lumpnum_t lumpnum)
{
patch_t *patch = HWR_GetCachedGLPatch(lumpnum);
GLPatch_t *grPatch = (GLPatch_t *)(patch->hardware);
if (!grPatch->mipmap->downloaded && !grPatch->mipmap->data)
{
pic_t *pic;
UINT8 *block;
size_t len;
pic = W_CacheLumpNum(lumpnum, PU_CACHE);
patch->width = SHORT(pic->width);
patch->height = SHORT(pic->height);
len = W_LumpLength(lumpnum) - sizeof (pic_t);
grPatch->mipmap->width = (UINT16)patch->width;
grPatch->mipmap->height = (UINT16)patch->height;
if (pic->mode == PALETTE)
grPatch->mipmap->format = textureformat; // can be set by driver
else
grPatch->mipmap->format = picmode2GR[pic->mode];
Z_Free(grPatch->mipmap->data);
// allocate block
block = MakeBlock(grPatch->mipmap);
if (patch->width == SHORT(pic->width) &&
patch->height == SHORT(pic->height) &&
format2bpp(grPatch->mipmap->format) == format2bpp(picmode2GR[pic->mode]))
{
// no conversion needed
M_Memcpy(grPatch->mipmap->data, pic->data,len);
}
else
HWR_DrawPicInCache(block, SHORT(pic->width), SHORT(pic->height),
SHORT(pic->width)*format2bpp(grPatch->mipmap->format),
pic,
format2bpp(grPatch->mipmap->format));
Z_Unlock(pic);
Z_ChangeTag(block, PU_HWRCACHE_UNLOCKED);
grPatch->mipmap->flags = 0;
grPatch->max_s = grPatch->max_t = 1.0f;
}
HWD.pfnSetTexture(grPatch->mipmap);
//CONS_Debug(DBG_RENDER, "picloaded at %x as texture %d\n",grPatch->mipmap->data, grPatch->mipmap->downloaded);
return patch;
}
patch_t *HWR_GetCachedGLPatchPwad(UINT16 wadnum, UINT16 lumpnum)
{
lumpcache_t *lumpcache = wadfiles[wadnum]->patchcache;
@ -992,6 +1132,7 @@ static void HWR_DrawFadeMaskInCache(GLMipmap_t *mipmap, INT32 pblockwidth, INT32
UINT8 *flat;
UINT8 *dest, *src, texel;
RGBA_t col;
RGBA_t *palette = HWR_GetTexturePalette();
// Place the flats data into flat
W_ReadLump(fademasklumpnum, Z_Malloc(W_LumpLength(fademasklumpnum),
@ -1009,7 +1150,7 @@ static void HWR_DrawFadeMaskInCache(GLMipmap_t *mipmap, INT32 pblockwidth, INT32
{
// fademask bpp is always 1, and is used just for alpha
texel = src[(posx)>>FRACBITS];
col = V_GetColor(texel);
col = palette[texel];
*dest = col.s.red; // take the red level of the colour and use it for alpha, as fademasks do
dest++;
@ -1081,4 +1222,185 @@ void HWR_GetFadeMask(lumpnum_t fademasklumpnum)
Z_ChangeTag(grmip->data, PU_HWRCACHE_UNLOCKED);
}
// =================================================
// PALETTE HANDLING
// =================================================
void HWR_SetPalette(RGBA_t *palette)
{
if (HWR_ShouldUsePaletteRendering())
{
// set the palette for palette postprocessing
if (cv_glpalettedepth.value == 16)
{
// crush to 16-bit rgb565, like software currently does in the standard configuration
// Note: Software's screenshots have the 24-bit palette, but the screen gets
// the 16-bit version! For making comparison screenshots either use an external screenshot
// tool or set the palette depth to 24 bits.
RGBA_t crushed_palette[256];
int i;
for (i = 0; i < 256; i++)
{
float fred = (float)(palette[i].s.red >> 3);
float fgreen = (float)(palette[i].s.green >> 2);
float fblue = (float)(palette[i].s.blue >> 3);
crushed_palette[i].s.red = (UINT8)(fred / 31.0f * 255.0f);
crushed_palette[i].s.green = (UINT8)(fgreen / 63.0f * 255.0f);
crushed_palette[i].s.blue = (UINT8)(fblue / 31.0f * 255.0f);
crushed_palette[i].s.alpha = 255;
}
HWD.pfnSetScreenPalette(crushed_palette);
}
else
{
HWD.pfnSetScreenPalette(palette);
}
// this part is responsible for keeping track of the palette OUTSIDE of a level.
if (!(gamestate == GS_LEVEL || (gamestate == GS_TITLESCREEN && titlemapinaction)))
HWR_SetMapPalette();
}
else
{
// set the palette for the textures
HWD.pfnSetTexturePalette(palette);
// reset mapPalette so next call to HWR_SetMapPalette will update everything correctly
memset(mapPalette, 0, sizeof(mapPalette));
// hardware driver will flush there own cache if cache is non paletized
// now flush data texture cache so 32 bit texture are recomputed
if (patchformat == GL_TEXFMT_RGBA || textureformat == GL_TEXFMT_RGBA)
{
Z_FreeTag(PU_HWRCACHE);
Z_FreeTag(PU_HWRCACHE_UNLOCKED);
}
}
}
static void HWR_SetPaletteLookup(RGBA_t *palette)
{
int r, g, b;
UINT8 *lut = Z_Malloc(
HWR_PALETTE_LUT_SIZE*HWR_PALETTE_LUT_SIZE*HWR_PALETTE_LUT_SIZE*sizeof(UINT8),
PU_STATIC, NULL);
#define STEP_SIZE (256/HWR_PALETTE_LUT_SIZE)
for (b = 0; b < HWR_PALETTE_LUT_SIZE; b++)
{
for (g = 0; g < HWR_PALETTE_LUT_SIZE; g++)
{
for (r = 0; r < HWR_PALETTE_LUT_SIZE; r++)
{
lut[b*HWR_PALETTE_LUT_SIZE*HWR_PALETTE_LUT_SIZE+g*HWR_PALETTE_LUT_SIZE+r] =
NearestPaletteColor(r*STEP_SIZE, g*STEP_SIZE, b*STEP_SIZE, palette);
}
}
}
#undef STEP_SIZE
HWD.pfnSetPaletteLookup(lut);
Z_Free(lut);
}
// Updates mapPalette to reflect the loaded level or other game state.
// Textures are flushed if needed.
// Call this function only in palette rendering mode.
void HWR_SetMapPalette(void)
{
RGBA_t RGBA_converted[256];
RGBA_t *palette;
int i;
if (!(gamestate == GS_LEVEL || (gamestate == GS_TITLESCREEN && titlemapinaction)))
{
// outside of a level, pMasterPalette should have PLAYPAL ready for us
palette = pMasterPalette;
}
else
{
// in a level pMasterPalette might have a flash palette, but we
// want the map's original palette.
lumpnum_t lumpnum = W_GetNumForName(GetPalette());
size_t palsize = W_LumpLength(lumpnum);
UINT8 *RGB_data;
if (palsize < 768) // 256 * 3
I_Error("HWR_SetMapPalette: A programmer assumed palette lumps are at least 768 bytes long, but apparently this was a wrong assumption!\n");
RGB_data = W_CacheLumpNum(lumpnum, PU_CACHE);
// we got the RGB palette now, but we need it in RGBA format.
for (i = 0; i < 256; i++)
{
RGBA_converted[i].s.red = *(RGB_data++);
RGBA_converted[i].s.green = *(RGB_data++);
RGBA_converted[i].s.blue = *(RGB_data++);
RGBA_converted[i].s.alpha = 255;
}
palette = RGBA_converted;
}
// check if the palette has changed from the previous one
if (memcmp(mapPalette, palette, sizeof(mapPalette)))
{
memcpy(mapPalette, palette, sizeof(mapPalette));
// in palette rendering mode, this means that all rgba textures now have wrong colors
// and the lookup table is outdated
HWR_SetPaletteLookup(mapPalette);
HWD.pfnSetTexturePalette(mapPalette);
if (patchformat == GL_TEXFMT_RGBA || textureformat == GL_TEXFMT_RGBA)
{
Z_FreeTag(PU_HWRCACHE);
Z_FreeTag(PU_HWRCACHE_UNLOCKED);
}
}
}
// Creates a hardware lighttable from the supplied lighttable.
// Returns the id of the hw lighttable, usable in FSurfaceInfo.
UINT32 HWR_CreateLightTable(UINT8 *lighttable)
{
UINT32 i, id;
RGBA_t *palette = HWR_GetTexturePalette();
RGBA_t *hw_lighttable = Z_Malloc(256 * 32 * sizeof(RGBA_t), PU_STATIC, NULL);
// To make the palette index -> RGBA mapping easier for the shader,
// the hardware lighttable is composed of RGBA colors instead of palette indices.
for (i = 0; i < 256 * 32; i++)
hw_lighttable[i] = palette[lighttable[i]];
id = HWD.pfnCreateLightTable(hw_lighttable);
Z_Free(hw_lighttable);
return id;
}
// get hwr lighttable id for colormap, create it if it doesn't already exist
UINT32 HWR_GetLightTableID(extracolormap_t *colormap)
{
boolean default_colormap = false;
if (!colormap)
{
colormap = R_GetDefaultColormap(); // a place to store the hw lighttable id
// alternatively could just store the id in a global variable if there are issues
default_colormap = true;
}
// create hw lighttable if there isn't one
if (!colormap->gl_lighttable_id)
{
UINT8 *colormap_pointer;
if (default_colormap)
colormap_pointer = colormaps; // don't actually use the data from the "default colormap"
else
colormap_pointer = colormap->colormap;
colormap->gl_lighttable_id = HWR_CreateLightTable(colormap_pointer);
}
return colormap->gl_lighttable_id;
}
// Note: all hardware lighttable ids assigned before this
// call become invalid and must not be used.
void HWR_ClearLightTables(void)
{
if (vid.glstate == VID_GL_LIBRARY_LOADED)
HWD.pfnClearLightTables();
}
#endif //HWRENDER

View file

@ -18,6 +18,12 @@
#define ZCLIP_PLANE 4.0f // Used for the actual game drawing
#define NZCLIP_PLANE 0.9f // Seems to be only used for the HUD and screen textures
// The width/height/depth of the palette lookup table used by palette rendering.
// Changing this also requires changing the shader code!
// Also assumed to be a power of two in some parts of the code.
// 64 seems to work perfectly for the vanilla palette.
#define HWR_PALETTE_LUT_SIZE 64
// ==========================================================================
// SIMPLE TYPES
// ==========================================================================
@ -122,33 +128,31 @@ typedef struct
} FOutVector;
#ifdef GL_SHADERS
// Predefined shader types
// Shader targets used to render specific types of geometry.
// A shader target is resolved to an actual shader with HWR_GetShaderFromTarget.
// The shader returned may be a base shader or a custom shader.
enum
{
SHADER_NONE = -1,
SHADER_DEFAULT = 0,
SHADER_FLOOR,
SHADER_FLOOR = 0,
SHADER_WALL,
SHADER_SPRITE,
SHADER_MODEL, SHADER_MODEL_LIGHTING,
SHADER_MODEL,
SHADER_WATER,
SHADER_FOG,
SHADER_SKY,
SHADER_PALETTE_POSTPROCESS,
SHADER_UI_COLORMAP_FADE,
SHADER_UI_TINTED_WIPE,
NUMBASESHADERS,
NUMSHADERTARGETS
};
// Maximum amount of shader programs
// Must be higher than NUMBASESHADERS
#define HWR_MAXSHADERS 16
// Shader sources (vertex and fragment)
typedef struct
{
char *vertex;
char *fragment;
} shadersource_t;
// Must be at least NUMSHADERTARGETS*2 to fit base and custom shaders for each shader target.
#define HWR_MAXSHADERS NUMSHADERTARGETS*2
// Custom shader reference table
typedef struct
@ -272,11 +276,15 @@ struct FSurfaceInfo
RGBA_t PolyColor;
RGBA_t TintColor;
RGBA_t FadeColor;
UINT32 LightTableId;
FLightInfo LightInfo;
};
typedef struct FSurfaceInfo FSurfaceInfo;
//Hurdler: added for backward compatibility
#define GL_DEFAULTMIX 0x00000000
#define GL_DEFAULTFOG 0xFF000000
// Various settings and states for the rendering backend.
enum hwdsetspecialstate
{
HWD_SET_MODEL_LIGHTING = 1,
@ -289,15 +297,13 @@ enum hwdsetspecialstate
typedef enum hwdsetspecialstate hwdspecialstate_t;
// Lactozilla: Shader options
enum hwdshaderoption
enum hwdshaderstage
{
HWD_SHADEROPTION_OFF,
HWD_SHADEROPTION_ON,
HWD_SHADEROPTION_NOCUSTOM,
HWD_SHADERSTAGE_VERTEX,
HWD_SHADERSTAGE_FRAGMENT,
};
typedef enum hwdshaderoption hwdshaderoption_t;
typedef enum hwdshaderstage hwdshaderstage_t;
// Lactozilla: Shader info
// Generally set at the start of the frame.
@ -318,5 +324,18 @@ enum hwdfiltermode
HWD_SET_TEXTUREFILTER_MIXED3,
};
// Screen texture slots
enum hwdscreentexture
{
HWD_SCREENTEXTURE_WIPE_START, // source image for the wipe/fade effect
HWD_SCREENTEXTURE_WIPE_END, // destination image for the wipe/fade effect
HWD_SCREENTEXTURE_GENERIC1, // underwater/heat effect, intermission background
HWD_SCREENTEXTURE_GENERIC2, // palette-based colormap fade, screen before palette rendering's postprocessing
HWD_SCREENTEXTURE_GENERIC3, // screen after palette rendering's postprocessing
NUMSCREENTEXTURES, // (generic3 is unused if palette rendering is disabled)
};
typedef enum hwdscreentexture hwdscreentexture_t;
#endif //_HWR_DEFS_

View file

@ -29,6 +29,7 @@
#include "../st_stuff.h"
#include "../p_local.h" // stplyr
#include "../g_game.h" // players
#include "../f_finale.h" // fade color factors
#include <fcntl.h>
#include "../i_video.h"
@ -645,6 +646,7 @@ void HWR_FadeScreenMenuBack(UINT16 color, UINT8 strength)
{
FOutVector v[4];
FSurfaceInfo Surf;
FBITFIELD poly_flags = PF_NoTexture|PF_Modulated|PF_NoDepthTest;
v[0].x = v[3].x = -1.0f;
v[2].x = v[1].x = 1.0f;
@ -657,17 +659,59 @@ void HWR_FadeScreenMenuBack(UINT16 color, UINT8 strength)
v[0].t = v[1].t = 1.0f;
v[2].t = v[3].t = 0.0f;
if (color & 0xFF00) // Do COLORMAP fade.
if (color & 0xFF00) // Special fade options
{
UINT16 option = color & 0x0F00;
if (option == 0x0A00 || option == 0x0B00) // Tinted fades
{
INT32 r, g, b;
int fade = strength * 8;
r = FADEREDFACTOR*fade/10;
g = FADEGREENFACTOR*fade/10;
b = FADEBLUEFACTOR*fade/10;
Surf.PolyColor.s.red = min(r, 255);
Surf.PolyColor.s.green = min(g, 255);
Surf.PolyColor.s.blue = min(b, 255);
Surf.PolyColor.s.alpha = 255;
if (option == 0x0A00) // Tinted subtractive fade
poly_flags |= PF_ReverseSubtract;
else if (option == 0x0B00) // Tinted additive fade
poly_flags |= PF_Additive;
}
else // COLORMAP fade
{
if (HWR_ShouldUsePaletteRendering())
{
const hwdscreentexture_t scr_tex = HWD_SCREENTEXTURE_GENERIC2;
Surf.LightTableId = HWR_GetLightTableID(NULL);
Surf.LightInfo.light_level = strength;
HWD.pfnMakeScreenTexture(scr_tex);
HWD.pfnSetShader(HWR_GetShaderFromTarget(SHADER_UI_COLORMAP_FADE));
HWD.pfnDrawScreenTexture(scr_tex, &Surf, PF_ColorMapped|PF_NoDepthTest);
HWD.pfnUnSetShader();
return;
}
else
{
Surf.PolyColor.rgba = UINT2RGBA(0x01010160);
Surf.PolyColor.s.alpha = (strength*8);
poly_flags |= PF_Translucent;
}
}
}
else // Do TRANSMAP** fade.
{
Surf.PolyColor.rgba = V_GetColor(color).rgba;
RGBA_t *palette = HWR_GetTexturePalette();
Surf.PolyColor.rgba = palette[color&0xFF].rgba;
Surf.PolyColor.s.alpha = softwaretranstogl[strength];
poly_flags |= PF_Translucent;
}
HWD.pfnDrawPolygon(&Surf, v, 4, PF_NoTexture|PF_Modulated|PF_Translucent|PF_NoDepthTest);
HWD.pfnDrawPolygon(&Surf, v, 4, poly_flags);
}
// -----------------+
@ -835,7 +879,8 @@ void HWR_DrawFadeFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 color, UINT16 ac
}
else // Do TRANSMAP** fade.
{
Surf.PolyColor.rgba = V_GetColor(actualcolor).rgba;
RGBA_t *palette = HWR_GetTexturePalette();
Surf.PolyColor.rgba = palette[actualcolor&0xFF].rgba;
Surf.PolyColor.s.alpha = softwaretranstogl[strength];
}
HWD.pfnDrawPolygon(&Surf, v, 4, PF_NoTexture|PF_Modulated|PF_Translucent|PF_NoDepthTest);
@ -910,8 +955,9 @@ void HWR_drawAMline(const fline_t *fl, INT32 color)
{
F2DCoord v1, v2;
RGBA_t color_rgba;
RGBA_t *palette = HWR_GetTexturePalette();
color_rgba = V_GetColor(color);
color_rgba = palette[color&0xFF];
v1.x = ((float)fl->a.x-(vid.width/2.0f))*(2.0f/vid.width);
v1.y = ((float)fl->a.y-(vid.height/2.0f))*(2.0f/vid.height);
@ -1096,6 +1142,7 @@ void HWR_DrawFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 color)
FOutVector v[4];
FSurfaceInfo Surf;
float fx, fy, fw, fh;
RGBA_t *palette = HWR_GetTexturePalette();
UINT8 alphalevel = ((color & V_ALPHAMASK) >> V_ALPHASHIFT);
UINT8 perplayershuffle = 0;
@ -1182,7 +1229,7 @@ void HWR_DrawFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 color)
{
if (x == 0 && y == 0 && w == BASEVIDWIDTH && h == BASEVIDHEIGHT)
{
RGBA_t rgbaColour = V_GetColor(color);
RGBA_t rgbaColour = palette[color&0xFF];
FRGBAFloat clearColour;
clearColour.red = (float)rgbaColour.s.red / 255;
clearColour.green = (float)rgbaColour.s.green / 255;
@ -1259,7 +1306,7 @@ void HWR_DrawFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 color)
v[0].t = v[1].t = 0.0f;
v[2].t = v[3].t = 1.0f;
Surf.PolyColor = V_GetColor(color);
Surf.PolyColor = palette[color&0xFF];
if (alphalevel)
{
@ -1347,11 +1394,12 @@ static inline boolean saveTGA(const char *file_name, void *buffer,
UINT8 *HWR_GetScreenshot(void)
{
UINT8 *buf = malloc(vid.width * vid.height * 3 * sizeof (*buf));
int tex = HWR_ShouldUsePaletteRendering() ? HWD_SCREENTEXTURE_GENERIC3 : HWD_SCREENTEXTURE_GENERIC2;
if (!buf)
return NULL;
// returns 24bit 888 RGB
HWD.pfnReadRect(0, 0, vid.width, vid.height, vid.width * 3, (void *)buf);
HWD.pfnReadScreenTexture(tex, (void *)buf);
return buf;
}
@ -1359,6 +1407,7 @@ boolean HWR_Screenshot(const char *pathname)
{
boolean ret;
UINT8 *buf = malloc(vid.width * vid.height * 3 * sizeof (*buf));
int tex = HWR_ShouldUsePaletteRendering() ? HWD_SCREENTEXTURE_GENERIC3 : HWD_SCREENTEXTURE_GENERIC2;
if (!buf)
{
@ -1367,7 +1416,7 @@ boolean HWR_Screenshot(const char *pathname)
}
// returns 24bit 888 RGB
HWD.pfnReadRect(0, 0, vid.width, vid.height, vid.width * 3, (void *)buf);
HWD.pfnReadScreenTexture(tex, (void *)buf);
#ifdef USE_PNG
ret = M_SavePNG(pathname, buf, vid.width, vid.height, NULL);

View file

@ -29,7 +29,7 @@ EXPORT boolean HWRAPI(Init) (void);
#ifndef HAVE_SDL
EXPORT void HWRAPI(Shutdown) (void);
#endif
EXPORT void HWRAPI(SetPalette) (RGBA_t *ppal);
EXPORT void HWRAPI(SetTexturePalette) (RGBA_t *ppal);
EXPORT void HWRAPI(FinishUpdate) (INT32 waitvbl);
EXPORT void HWRAPI(Draw2DLine) (F2DCoord *v1, F2DCoord *v2, RGBA_t Color);
EXPORT void HWRAPI(DrawPolygon) (FSurfaceInfo *pSurf, FOutVector *pOutVerts, FUINT iNumPts, FBITFIELD PolyFlags);
@ -40,11 +40,10 @@ EXPORT void HWRAPI(ClearBuffer) (FBOOLEAN ColorMask, FBOOLEAN DepthMask, FRGBAFl
EXPORT void HWRAPI(SetTexture) (GLMipmap_t *TexInfo);
EXPORT void HWRAPI(UpdateTexture) (GLMipmap_t *TexInfo);
EXPORT void HWRAPI(DeleteTexture) (GLMipmap_t *TexInfo);
EXPORT void HWRAPI(ReadRect) (INT32 x, INT32 y, INT32 width, INT32 height, INT32 dst_stride, UINT16 *dst_data);
EXPORT void HWRAPI(ReadScreenTexture) (int tex, UINT8 *dst_data);
EXPORT void HWRAPI(GClipRect) (INT32 minx, INT32 miny, INT32 maxx, INT32 maxy, float nearclip);
EXPORT void HWRAPI(ClearMipMapCache) (void);
//Hurdler: added for backward compatibility
EXPORT void HWRAPI(SetSpecialState) (hwdspecialstate_t IdState, INT32 Value);
//Hurdler: added for new development
@ -54,24 +53,26 @@ EXPORT void HWRAPI(SetTransform) (FTransform *ptransform);
EXPORT INT32 HWRAPI(GetTextureUsed) (void);
EXPORT void HWRAPI(FlushScreenTextures) (void);
EXPORT void HWRAPI(StartScreenWipe) (void);
EXPORT void HWRAPI(EndScreenWipe) (void);
EXPORT void HWRAPI(DoScreenWipe) (void);
EXPORT void HWRAPI(DrawIntermissionBG) (void);
EXPORT void HWRAPI(MakeScreenTexture) (void);
EXPORT void HWRAPI(MakeScreenFinalTexture) (void);
EXPORT void HWRAPI(DrawScreenFinalTexture) (int width, int height);
EXPORT void HWRAPI(DoScreenWipe) (int wipeStart, int wipeEnd, FSurfaceInfo *surf, FBITFIELD polyFlags);
EXPORT void HWRAPI(DrawScreenTexture) (int tex, FSurfaceInfo *surf, FBITFIELD polyflags);
EXPORT void HWRAPI(MakeScreenTexture) (int tex);
EXPORT void HWRAPI(DrawScreenFinalTexture) (int tex, int width, int height);
#define SCREENVERTS 10
EXPORT void HWRAPI(PostImgRedraw) (float points[SCREENVERTS][SCREENVERTS][2]);
EXPORT boolean HWRAPI(CompileShaders) (void);
EXPORT void HWRAPI(CleanShaders) (void);
EXPORT void HWRAPI(SetShader) (int type);
EXPORT boolean HWRAPI(InitShaders) (void);
EXPORT void HWRAPI(LoadShader) (int slot, char *code, hwdshaderstage_t stage);
EXPORT boolean HWRAPI(CompileShader) (int slot);
EXPORT void HWRAPI(SetShader) (int slot);
EXPORT void HWRAPI(UnSetShader) (void);
EXPORT void HWRAPI(SetShaderInfo) (hwdshaderinfo_t info, INT32 value);
EXPORT void HWRAPI(LoadCustomShader) (int number, char *code, size_t size, boolean isfragment);
EXPORT void HWRAPI(SetPaletteLookup)(UINT8 *lut);
EXPORT UINT32 HWRAPI(CreateLightTable)(RGBA_t *hw_lighttable);
EXPORT void HWRAPI(ClearLightTables)(void);
EXPORT void HWRAPI(SetScreenPalette)(RGBA_t *palette);
// ==========================================================================
// HWR DRIVER OBJECT, FOR CLIENT PROGRAM
@ -82,7 +83,7 @@ EXPORT void HWRAPI(LoadCustomShader) (int number, char *code, size_t size, boole
struct hwdriver_s
{
Init pfnInit;
SetPalette pfnSetPalette;
SetTexturePalette pfnSetTexturePalette;
FinishUpdate pfnFinishUpdate;
Draw2DLine pfnDraw2DLine;
DrawPolygon pfnDrawPolygon;
@ -93,10 +94,10 @@ struct hwdriver_s
SetTexture pfnSetTexture;
UpdateTexture pfnUpdateTexture;
DeleteTexture pfnDeleteTexture;
ReadRect pfnReadRect;
ReadScreenTexture pfnReadScreenTexture;
GClipRect pfnGClipRect;
ClearMipMapCache pfnClearMipMapCache;
SetSpecialState pfnSetSpecialState;//Hurdler: added for backward compatibility
SetSpecialState pfnSetSpecialState;
DrawModel pfnDrawModel;
CreateModelVBOs pfnCreateModelVBOs;
SetTransform pfnSetTransform;
@ -109,21 +110,23 @@ struct hwdriver_s
#endif
PostImgRedraw pfnPostImgRedraw;
FlushScreenTextures pfnFlushScreenTextures;
StartScreenWipe pfnStartScreenWipe;
EndScreenWipe pfnEndScreenWipe;
DoScreenWipe pfnDoScreenWipe;
DrawIntermissionBG pfnDrawIntermissionBG;
DrawScreenTexture pfnDrawScreenTexture;
MakeScreenTexture pfnMakeScreenTexture;
MakeScreenFinalTexture pfnMakeScreenFinalTexture;
DrawScreenFinalTexture pfnDrawScreenFinalTexture;
CompileShaders pfnCompileShaders;
CleanShaders pfnCleanShaders;
InitShaders pfnInitShaders;
LoadShader pfnLoadShader;
CompileShader pfnCompileShader;
SetShader pfnSetShader;
UnSetShader pfnUnSetShader;
SetShaderInfo pfnSetShaderInfo;
LoadCustomShader pfnLoadCustomShader;
SetPaletteLookup pfnSetPaletteLookup;
CreateLightTable pfnCreateLightTable;
ClearLightTables pfnClearLightTables;
SetScreenPalette pfnSetScreenPalette;
};
extern struct hwdriver_s hwdriver;

View file

@ -107,6 +107,8 @@ void HWR_FreeExtraSubsectors(void);
// --------
// hw_cache.c
// --------
RGBA_t *HWR_GetTexturePalette(void);
void HWR_InitMapTextures(void);
void HWR_LoadMapTextures(size_t pnumtextures);
void HWR_FreeMapTextures(void);
@ -131,6 +133,10 @@ void HWR_FreeColormapCache(void);
void HWR_UnlockCachedPatch(GLPatch_t *gpatch);
void HWR_SetPalette(RGBA_t *palette);
void HWR_SetMapPalette(void);
UINT32 HWR_CreateLightTable(UINT8 *lighttable);
UINT32 HWR_GetLightTableID(extracolormap_t *colormap);
void HWR_ClearLightTables(void);
// --------
@ -139,4 +145,18 @@ void HWR_SetPalette(RGBA_t *palette);
extern INT32 patchformat;
extern INT32 textureformat;
// --------
// hw_shaders.c
// --------
boolean HWR_InitShaders(void);
void HWR_CompileShaders(void);
int HWR_GetShaderFromTarget(int shader_target);
void HWR_LoadAllCustomShaders(void);
void HWR_LoadCustomShadersFromFile(UINT16 wadnum, boolean PK3);
const char *HWR_GetShaderName(INT32 shader);
extern customshaderxlat_t shaderxlat[];
#endif //_HW_GLOB_

View file

@ -75,22 +75,6 @@ static line_t *gl_linedef;
static sector_t *gl_frontsector;
static sector_t *gl_backsector;
// --------------------------------------------------------------------------
// STUFF FOR THE PROJECTION CODE
// --------------------------------------------------------------------------
FTransform atransform;
static float gl_viewx, gl_viewy, gl_viewz;
float gl_viewsin, gl_viewcos;
// For HWR_RotateSpritePolyToAim
static float gl_viewludsin, gl_viewludcos;
static float gl_fovlud;
static angle_t gl_aimingangle;
static void HWR_SetTransformAiming(FTransform *trans, player_t *player, boolean skybox);
// Render stats
ps_metric_t ps_hw_skyboxtime = {0};
ps_metric_t ps_hw_nodesorttime = {0};
@ -111,13 +95,35 @@ ps_metric_t ps_hw_batchdrawtime = {0};
boolean gl_init = false;
boolean gl_maploaded = false;
boolean gl_shadersavailable = true;
boolean gl_sessioncommandsadded = false;
// false if shaders have not been initialized yet, or if shaders are not available
boolean gl_shadersavailable = false;
// Whether the internal state is set to palette rendering or not.
static boolean gl_palette_rendering_state = false;
// --------------------------------------------------------------------------
// STUFF FOR THE PROJECTION CODE
// --------------------------------------------------------------------------
FTransform atransform;
static float gl_viewx, gl_viewy, gl_viewz;
float gl_viewsin, gl_viewcos;
// For HWR_RotateSpritePolyToAim
static float gl_viewludsin, gl_viewludcos;
static float gl_fovlud;
static angle_t gl_aimingangle;
static void HWR_SetTransformAiming(FTransform *trans, player_t *player, boolean skybox);
// ==========================================================================
// Lighting
// ==========================================================================
static boolean HWR_UseShader(void)
// Returns true if shaders can be used.
boolean HWR_UseShader(void)
{
return (cv_glshaders.value && gl_shadersavailable);
}
@ -183,6 +189,11 @@ void HWR_Lighting(FSurfaceInfo *Surface, INT32 light_level, extracolormap_t *col
Surface->LightInfo.light_level = light_level;
Surface->LightInfo.fade_start = (colormap != NULL) ? colormap->fadestart : 0;
Surface->LightInfo.fade_end = (colormap != NULL) ? colormap->fadeend : 31;
if (HWR_ShouldUsePaletteRendering())
Surface->LightTableId = HWR_GetLightTableID(colormap);
else
Surface->LightTableId = 0;
}
UINT8 HWR_FogBlockAlpha(INT32 light, extracolormap_t *colormap) // Let's see if this can work
@ -311,7 +322,7 @@ static void HWR_RenderPlane(subsector_t *subsector, extrasubsector_t *xsub, bool
FOutVector *v3d;
polyvertex_t *pv;
pslope_t *slope = NULL;
INT32 shader = SHADER_DEFAULT;
INT32 shader = SHADER_NONE;
size_t nrPlaneVerts;
INT32 i;
@ -652,7 +663,7 @@ static void HWR_AddTransparentWall(FOutVector *wallVerts, FSurfaceInfo *pSurf, I
//
static void HWR_ProjectWall(FOutVector *wallVerts, FSurfaceInfo *pSurf, FBITFIELD blendmode, INT32 lightlevel, extracolormap_t *wallcolormap)
{
INT32 shader = SHADER_DEFAULT;
INT32 shader = SHADER_NONE;
HWR_Lighting(pSurf, lightlevel, wallcolormap);
@ -730,13 +741,15 @@ static void HWR_SplitWall(sector_t *sector, FOutVector *wallVerts, INT32 texnum,
{
if (pfloor && (pfloor->fofflags & FOF_FOG))
{
lightnum = HWR_CalcWallLight(pfloor->master->frontsector->lightlevel, v1x, v1y, v2x, v2y);
lightnum = pfloor->master->frontsector->lightlevel;
colormap = pfloor->master->frontsector->extra_colormap;
lightnum = colormap ? lightnum : HWR_CalcWallLight(lightnum, v1x, v1y, v2x, v2y);
}
else
{
lightnum = HWR_CalcWallLight(*list[i].lightlevel, v1x, v1y, v2x, v2y);
lightnum = *list[i].lightlevel;
colormap = *list[i].extra_colormap;
lightnum = colormap ? lightnum : HWR_CalcWallLight(lightnum, v1x, v1y, v2x, v2y);
}
}
@ -961,8 +974,9 @@ static void HWR_ProcessSeg(void)
float cliplow = (float)texturehpeg;
float cliphigh = (float)(texturehpeg + (gl_curline->flength*FRACUNIT));
FUINT lightnum = HWR_CalcWallLight(gl_frontsector->lightlevel, vs.x, vs.y, ve.x, ve.y);
FUINT lightnum = gl_frontsector->lightlevel;
extracolormap_t *colormap = gl_frontsector->extra_colormap;
lightnum = colormap ? lightnum : HWR_CalcWallLight(lightnum, vs.x, vs.y, ve.x, ve.y);
FSurfaceInfo Surf;
Surf.PolyColor.s.alpha = 255;
@ -1557,8 +1571,9 @@ static void HWR_ProcessSeg(void)
blendmode = PF_Fog|PF_NoTexture;
lightnum = HWR_CalcWallLight(rover->master->frontsector->lightlevel, vs.x, vs.y, ve.x, ve.y);
lightnum = rover->master->frontsector->lightlevel;
colormap = rover->master->frontsector->extra_colormap;
lightnum = colormap ? lightnum : HWR_CalcWallLight(lightnum, vs.x, vs.y, ve.x, ve.y);
Surf.PolyColor.s.alpha = HWR_FogBlockAlpha(rover->master->frontsector->lightlevel, rover->master->frontsector->extra_colormap);
@ -1679,8 +1694,9 @@ static void HWR_ProcessSeg(void)
blendmode = PF_Fog|PF_NoTexture;
lightnum = HWR_CalcWallLight(rover->master->frontsector->lightlevel, vs.x, vs.y, ve.x, ve.y);
lightnum = rover->master->frontsector->lightlevel;
colormap = rover->master->frontsector->extra_colormap;
lightnum = colormap ? lightnum : HWR_CalcWallLight(lightnum, vs.x, vs.y, ve.x, ve.y);
Surf.PolyColor.s.alpha = HWR_FogBlockAlpha(rover->master->frontsector->lightlevel, rover->master->frontsector->extra_colormap);
@ -2007,7 +2023,7 @@ static void HWR_RenderPolyObjectPlane(polyobj_t *polysector, boolean isceiling,
{
FSurfaceInfo Surf;
FOutVector *v3d;
INT32 shader = SHADER_DEFAULT;
INT32 shader = SHADER_NONE;
size_t nrPlaneVerts = polysector->numVertices;
INT32 i;
@ -2680,7 +2696,7 @@ static void HWR_DrawDropShadow(mobj_t *thing, fixed_t scale)
float fscale; float fx; float fy; float offset;
extracolormap_t *colormap = NULL;
FBITFIELD blendmode = PF_Translucent|PF_Modulated;
INT32 shader = SHADER_DEFAULT;
INT32 shader = SHADER_NONE;
UINT8 i;
INT32 heightsec, phs;
SINT8 flip = P_MobjFlip(thing);
@ -2888,7 +2904,7 @@ static void HWR_SplitSprite(gl_vissprite_t *spr)
boolean lightset = true;
FBITFIELD blend = 0;
FBITFIELD occlusion;
INT32 shader = SHADER_DEFAULT;
INT32 shader = SHADER_NONE;
boolean use_linkdraw_hack = false;
UINT8 alpha;
@ -3459,7 +3475,7 @@ static void HWR_DrawSprite(gl_vissprite_t *spr)
}
{
INT32 shader = SHADER_DEFAULT;
INT32 shader = SHADER_NONE;
FBITFIELD blend = 0;
FBITFIELD occlusion;
boolean use_linkdraw_hack = false;
@ -3532,7 +3548,7 @@ static void HWR_DrawSprite(gl_vissprite_t *spr)
// Sprite drawer for precipitation
static inline void HWR_DrawPrecipitationSprite(gl_vissprite_t *spr)
{
INT32 shader = SHADER_DEFAULT;
INT32 shader = SHADER_NONE;
FBITFIELD blend = 0;
FOutVector wallVerts[4];
patch_t *gpatch;
@ -3976,7 +3992,6 @@ static void HWR_CreateDrawNodes(void)
// Okay! Let's draw it all! Woo!
HWD.pfnSetTransform(&atransform);
HWD.pfnSetShader(SHADER_DEFAULT);
for (i = 0; i < p; i++)
{
@ -5003,7 +5018,8 @@ static void HWR_DrawSkyBackground(player_t *player)
HWR_BuildSkyDome();
}
HWD.pfnSetShader(SHADER_SKY); // sky shader
if (HWR_UseShader())
HWD.pfnSetShader(HWR_GetShaderFromTarget(SHADER_SKY));
HWD.pfnSetTransform(&dometransform);
HWD.pfnRenderSkyDome(&gl_sky);
}
@ -5089,8 +5105,6 @@ static void HWR_DrawSkyBackground(player_t *player)
HWD.pfnUnSetShader();
HWD.pfnDrawPolygon(NULL, v, 4, 0);
}
HWD.pfnSetShader(SHADER_DEFAULT);
}
@ -5154,16 +5168,10 @@ static void HWR_SetTransformAiming(FTransform *trans, player_t *player, boolean
//
static void HWR_SetShaderState(void)
{
hwdshaderoption_t state = cv_glshaders.value;
if (!cv_glallowshaders.value)
state = (cv_glshaders.value == HWD_SHADEROPTION_ON ? HWD_SHADEROPTION_NOCUSTOM : cv_glshaders.value);
HWD.pfnSetSpecialState(HWD_SET_SHADERS, (INT32)state);
HWD.pfnSetShader(SHADER_DEFAULT);
HWD.pfnSetSpecialState(HWD_SET_SHADERS, (INT32)HWR_UseShader());
}
static void HWR_SetupView(player_t *player, float fpov, boolean skybox)
static void HWR_SetupView(player_t *player, INT32 viewnumber, float fpov, boolean skybox)
{
postimg_t *type;
@ -5172,6 +5180,20 @@ static void HWR_SetupView(player_t *player, float fpov, boolean skybox)
else
type = &postimgtype;
if (!HWR_ShouldUsePaletteRendering())
{
// do we really need to save player (is it not the same)?
player_t *saved_player = stplyr;
stplyr = player;
ST_doPaletteStuff();
stplyr = saved_player;
#ifdef ALAM_LIGHTING
HWR_SetLights(viewnumber);
#else
(void)viewnumber;
#endif
}
// note: sets viewangle, viewx, viewy, viewz
if (skybox)
R_SkyboxFrame(player);
@ -5228,20 +5250,7 @@ void HWR_RenderSkyboxView(INT32 viewnumber, player_t *player)
{
const float fpov = FixedToFloat(R_GetPlayerFov(player));
{
// do we really need to save player (is it not the same)?
player_t *saved_player = stplyr;
stplyr = player;
ST_doPaletteStuff();
stplyr = saved_player;
#ifdef ALAM_LIGHTING
HWR_SetLights(viewnumber);
#else
(void)viewnumber;
#endif
}
HWR_SetupView(player, fpov, true);
HWR_SetupView(player, viewnumber, fpov, true);
// check for new console commands.
NetUpdate();
@ -5353,18 +5362,7 @@ void HWR_RenderPlayerView(INT32 viewnumber, player_t *player)
HWR_RenderSkyboxView(viewnumber, player); // This is drawn before everything else so it is placed behind
PS_STOP_TIMING(ps_hw_skyboxtime);
{
// do we really need to save player (is it not the same)?
player_t *saved_player = stplyr;
stplyr = player;
ST_doPaletteStuff();
stplyr = saved_player;
#ifdef ALAM_LIGHTING
HWR_SetLights(viewnumber);
#endif
}
HWR_SetupView(player, fpov, false);
HWR_SetupView(player, viewnumber, fpov, false);
framecount++; // timedemo
@ -5467,6 +5465,56 @@ void HWR_RenderPlayerView(INT32 viewnumber, player_t *player)
HWD.pfnGClipRect(0, 0, vid.width, vid.height, NZCLIP_PLANE);
}
// Returns whether palette rendering is "actually enabled."
// Can't have palette rendering if shaders are disabled.
boolean HWR_ShouldUsePaletteRendering(void)
{
return (cv_glpaletterendering.value && HWR_UseShader());
}
// enable or disable palette rendering state depending on settings and availability
// called when relevant settings change
// shader recompilation is done in the cvar callback
static void HWR_TogglePaletteRendering(void)
{
// which state should we go to?
if (HWR_ShouldUsePaletteRendering())
{
// are we not in that state already?
if (!gl_palette_rendering_state)
{
gl_palette_rendering_state = true;
// The textures will still be converted to RGBA by r_opengl.
// This however makes hw_cache use paletted blending for composite textures!
// (patchformat is not touched)
textureformat = GL_TEXFMT_P_8;
HWR_SetMapPalette();
HWR_SetPalette(pLocalPalette);
// If the r_opengl "texture palette" stays the same during this switch, these textures
// will not be cleared out. However they are still out of date since the
// composite texture blending method has changed. Therefore they need to be cleared.
HWR_LoadMapTextures(numtextures);
}
}
else
{
// are we not in that state already?
if (gl_palette_rendering_state)
{
gl_palette_rendering_state = false;
textureformat = GL_TEXFMT_RGBA;
HWR_SetPalette(pLocalPalette);
// If the r_opengl "texture palette" stays the same during this switch, these textures
// will not be cleared out. However they are still out of date since the
// composite texture blending method has changed. Therefore they need to be cleared.
HWR_LoadMapTextures(numtextures);
}
}
}
void HWR_LoadLevel(void)
{
#ifdef ALAM_LIGHTING
@ -5480,6 +5528,9 @@ void HWR_LoadLevel(void)
HWR_ClearSkyDome();
HWR_BuildSkyDome();
if (HWR_ShouldUsePaletteRendering())
HWR_SetMapPalette();
gl_maploaded = true;
}
@ -5487,13 +5538,17 @@ void HWR_LoadLevel(void)
// 3D ENGINE COMMANDS
// ==========================================================================
static CV_PossibleValue_t glshaders_cons_t[] = {{HWD_SHADEROPTION_OFF, "Off"}, {HWD_SHADEROPTION_ON, "On"}, {HWD_SHADEROPTION_NOCUSTOM, "Ignore custom shaders"}, {0, NULL}};
static CV_PossibleValue_t glshaders_cons_t[] = {{0, "Off"}, {1, "On"}, {2, "Ignore custom shaders"}, {0, NULL}};
static CV_PossibleValue_t glmodelinterpolation_cons_t[] = {{0, "Off"}, {1, "Sometimes"}, {2, "Always"}, {0, NULL}};
static CV_PossibleValue_t glfakecontrast_cons_t[] = {{0, "Off"}, {1, "On"}, {2, "Smooth"}, {0, NULL}};
static CV_PossibleValue_t glshearing_cons_t[] = {{0, "Off"}, {1, "On"}, {2, "Third-person"}, {0, NULL}};
static void CV_glfiltermode_OnChange(void);
static void CV_glanisotropic_OnChange(void);
static void CV_glmodellighting_OnChange(void);
static void CV_glpaletterendering_OnChange(void);
static void CV_glpalettedepth_OnChange(void);
static void CV_glshaders_OnChange(void);
static CV_PossibleValue_t glfiltermode_cons_t[]= {{HWD_SET_TEXTUREFILTER_POINTSAMPLED, "Nearest"},
{HWD_SET_TEXTUREFILTER_BILINEAR, "Bilinear"}, {HWD_SET_TEXTUREFILTER_TRILINEAR, "Trilinear"},
@ -5503,7 +5558,7 @@ static CV_PossibleValue_t glfiltermode_cons_t[]= {{HWD_SET_TEXTUREFILTER_POINTSA
{0, NULL}};
CV_PossibleValue_t glanisotropicmode_cons_t[] = {{1, "MIN"}, {16, "MAX"}, {0, NULL}};
consvar_t cv_glshaders = CVAR_INIT ("gr_shaders", "On", CV_SAVE, glshaders_cons_t, NULL);
consvar_t cv_glshaders = CVAR_INIT ("gr_shaders", "On", CV_SAVE|CV_CALL, glshaders_cons_t, CV_glshaders_OnChange);
#ifdef ALAM_LIGHTING
consvar_t cv_gldynamiclighting = CVAR_INIT ("gr_dynamiclighting", "On", CV_SAVE, CV_OnOff, NULL);
@ -5514,7 +5569,7 @@ consvar_t cv_glcoronasize = CVAR_INIT ("gr_coronasize", "1", CV_SAVE|CV_FLOAT, 0
consvar_t cv_glmodels = CVAR_INIT ("gr_models", "Off", CV_SAVE, CV_OnOff, NULL);
consvar_t cv_glmodelinterpolation = CVAR_INIT ("gr_modelinterpolation", "Sometimes", CV_SAVE, glmodelinterpolation_cons_t, NULL);
consvar_t cv_glmodellighting = CVAR_INIT ("gr_modellighting", "Off", CV_SAVE, CV_OnOff, NULL);
consvar_t cv_glmodellighting = CVAR_INIT ("gr_modellighting", "Off", CV_SAVE|CV_CALL, CV_OnOff, CV_glmodellighting_OnChange);
consvar_t cv_glshearing = CVAR_INIT ("gr_shearing", "Off", CV_SAVE, glshearing_cons_t, NULL);
consvar_t cv_glspritebillboarding = CVAR_INIT ("gr_spritebillboarding", "Off", CV_SAVE, CV_OnOff, NULL);
@ -5529,20 +5584,63 @@ consvar_t cv_glsolvetjoin = CVAR_INIT ("gr_solvetjoin", "On", 0, CV_OnOff, NULL)
consvar_t cv_glbatching = CVAR_INIT ("gr_batching", "On", 0, CV_OnOff, NULL);
static CV_PossibleValue_t glpalettedepth_cons_t[] = {{16, "16 bits"}, {24, "24 bits"}, {0, NULL}};
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;
consvar_t cv_glwireframe = CVAR_INIT ("gr_wireframe", "Off", 0, CV_OnOff, NULL);
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();
}
static void CV_glpaletterendering_OnChange(void)
{
ONLY_IF_GL_LOADED
if (gl_shadersavailable)
{
HWR_CompileShaders();
HWR_TogglePaletteRendering();
}
}
static void CV_glpalettedepth_OnChange(void)
{
ONLY_IF_GL_LOADED
// refresh the screen palette
if (HWR_ShouldUsePaletteRendering())
HWR_SetPalette(pLocalPalette);
}
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
HWR_TogglePaletteRendering();
}
}
//added by Hurdler: console varibale that are saved
void HWR_AddCommands(void)
{
@ -5569,6 +5667,8 @@ void HWR_AddCommands(void)
CV_RegisterVar(&cv_glbatching);
CV_RegisterVar(&cv_glpaletterendering);
CV_RegisterVar(&cv_glpalettedepth);
CV_RegisterVar(&cv_glwireframe);
}
@ -5581,6 +5681,8 @@ void HWR_Startup(void)
{
CONS_Printf("HWR_Startup()...\n");
textureformat = patchformat = GL_TEXFMT_RGBA;
HWR_InitPolyPool();
HWR_InitMapTextures();
HWR_InitModels();
@ -5588,14 +5690,12 @@ void HWR_Startup(void)
HWR_InitLight();
#endif
gl_shadersavailable = HWR_InitShaders();
HWR_SetShaderState();
HWR_LoadAllCustomShaders();
if (!HWR_CompileShaders())
gl_shadersavailable = false;
HWR_TogglePaletteRendering();
}
if (rendermode == render_opengl)
textureformat = patchformat = GL_TEXFMT_RGBA;
gl_init = true;
}
@ -5685,7 +5785,7 @@ void HWR_RenderWall(FOutVector *wallVerts, FSurfaceInfo *pSurf, FBITFIELD blend,
FBITFIELD blendmode = blend;
UINT8 alpha = pSurf->PolyColor.s.alpha; // retain the alpha
INT32 shader = SHADER_DEFAULT;
INT32 shader = SHADER_NONE;
// Lighting is done here instead so that fog isn't drawn incorrectly on transparent walls after sorting
HWR_Lighting(pSurf, lightlevel, wallcolormap);
@ -5730,7 +5830,7 @@ void HWR_DoPostProcessor(player_t *player)
// Armageddon Blast Flash!
// Could this even be considered postprocessor?
if (player->flashcount)
if (player->flashcount && !HWR_ShouldUsePaletteRendering())
{
FOutVector v[4];
FSurfaceInfo Surf;
@ -5755,7 +5855,7 @@ void HWR_DoPostProcessor(player_t *player)
// Capture the screen for intermission and screen waving
if(gamestate != GS_INTERMISSION)
HWD.pfnMakeScreenTexture();
HWD.pfnMakeScreenTexture(HWD_SCREENTEXTURE_GENERIC1);
if (splitscreen) // Not supported in splitscreen - someone want to add support?
return;
@ -5799,7 +5899,7 @@ void HWR_DoPostProcessor(player_t *player)
// Capture the screen again for screen waving on the intermission
if(gamestate != GS_INTERMISSION)
HWD.pfnMakeScreenTexture();
HWD.pfnMakeScreenTexture(HWD_SCREENTEXTURE_GENERIC1);
}
// Flipping of the screen isn't done here anymore
}
@ -5807,18 +5907,18 @@ void HWR_DoPostProcessor(player_t *player)
void HWR_StartScreenWipe(void)
{
//CONS_Debug(DBG_RENDER, "In HWR_StartScreenWipe()\n");
HWD.pfnStartScreenWipe();
HWD.pfnMakeScreenTexture(HWD_SCREENTEXTURE_WIPE_START);
}
void HWR_EndScreenWipe(void)
{
//CONS_Debug(DBG_RENDER, "In HWR_EndScreenWipe()\n");
HWD.pfnEndScreenWipe();
HWD.pfnMakeScreenTexture(HWD_SCREENTEXTURE_WIPE_END);
}
void HWR_DrawIntermissionBG(void)
{
HWD.pfnDrawIntermissionBG();
HWD.pfnDrawScreenTexture(HWD_SCREENTEXTURE_GENERIC1, NULL, 0);
}
//
@ -5863,201 +5963,40 @@ void HWR_DoWipe(UINT8 wipenum, UINT8 scrnnum)
return;
HWR_GetFadeMask(wipelumpnum);
HWD.pfnDoScreenWipe();
}
if (wipestyle == WIPESTYLE_COLORMAP && HWR_UseShader())
{
FSurfaceInfo surf = {0};
FBITFIELD polyflags = PF_Modulated|PF_NoDepthTest;
void HWR_DoTintedWipe(UINT8 wipenum, UINT8 scrnnum)
{
// It does the same thing
HWR_DoWipe(wipenum, scrnnum);
polyflags |= (wipestyleflags & WSF_TOWHITE) ? PF_Additive : PF_ReverseSubtract;
surf.PolyColor.s.red = FADEREDFACTOR;
surf.PolyColor.s.green = FADEGREENFACTOR;
surf.PolyColor.s.blue = FADEBLUEFACTOR;
// polycolor alpha communicates fadein / fadeout to the shader and the backend
surf.PolyColor.s.alpha = (wipestyleflags & WSF_FADEIN) ? 255 : 0;
HWD.pfnSetShader(HWR_GetShaderFromTarget(SHADER_UI_TINTED_WIPE));
HWD.pfnDoScreenWipe(HWD_SCREENTEXTURE_WIPE_START, HWD_SCREENTEXTURE_WIPE_END,
&surf, polyflags);
HWD.pfnUnSetShader();
}
else
{
HWD.pfnDoScreenWipe(HWD_SCREENTEXTURE_WIPE_START, HWD_SCREENTEXTURE_WIPE_END,
NULL, 0);
}
}
void HWR_MakeScreenFinalTexture(void)
{
HWD.pfnMakeScreenFinalTexture();
int tex = HWR_ShouldUsePaletteRendering() ? HWD_SCREENTEXTURE_GENERIC3 : HWD_SCREENTEXTURE_GENERIC2;
HWD.pfnMakeScreenTexture(tex);
}
void HWR_DrawScreenFinalTexture(int width, int height)
{
HWD.pfnDrawScreenFinalTexture(width, height);
}
static inline UINT16 HWR_FindShaderDefs(UINT16 wadnum)
{
UINT16 i;
lumpinfo_t *lump_p;
lump_p = wadfiles[wadnum]->lumpinfo;
for (i = 0; i < wadfiles[wadnum]->numlumps; i++, lump_p++)
if (memcmp(lump_p->name, "SHADERS", 7) == 0)
return i;
return INT16_MAX;
}
boolean HWR_CompileShaders(void)
{
return HWD.pfnCompileShaders();
}
customshaderxlat_t shaderxlat[] =
{
{"Flat", SHADER_FLOOR},
{"WallTexture", SHADER_WALL},
{"Sprite", SHADER_SPRITE},
{"Model", SHADER_MODEL},
{"ModelLighting", SHADER_MODEL_LIGHTING},
{"WaterRipple", SHADER_WATER},
{"Fog", SHADER_FOG},
{"Sky", SHADER_SKY},
{NULL, 0},
};
void HWR_LoadAllCustomShaders(void)
{
INT32 i;
// read every custom shader
for (i = 0; i < numwadfiles; i++)
HWR_LoadCustomShadersFromFile(i, W_FileHasFolders(wadfiles[i]));
}
void HWR_LoadCustomShadersFromFile(UINT16 wadnum, boolean PK3)
{
UINT16 lump;
char *shaderdef, *line;
char *stoken;
char *value;
size_t size;
int linenum = 1;
int shadertype = 0;
int i;
lump = HWR_FindShaderDefs(wadnum);
if (lump == INT16_MAX)
return;
shaderdef = W_CacheLumpNumPwad(wadnum, lump, PU_CACHE);
size = W_LumpLengthPwad(wadnum, lump);
line = Z_Malloc(size+1, PU_STATIC, NULL);
M_Memcpy(line, shaderdef, size);
line[size] = '\0';
stoken = strtok(line, "\r\n ");
while (stoken)
{
if ((stoken[0] == '/' && stoken[1] == '/')
|| (stoken[0] == '#'))// skip comments
{
stoken = strtok(NULL, "\r\n");
goto skip_field;
}
if (!stricmp(stoken, "GLSL"))
{
value = strtok(NULL, "\r\n ");
if (!value)
{
CONS_Alert(CONS_WARNING, "HWR_LoadCustomShadersFromFile: Missing shader type (file %s, line %d)\n", wadfiles[wadnum]->filename, linenum);
stoken = strtok(NULL, "\r\n"); // skip end of line
goto skip_lump;
}
if (!stricmp(value, "VERTEX"))
shadertype = 1;
else if (!stricmp(value, "FRAGMENT"))
shadertype = 2;
skip_lump:
stoken = strtok(NULL, "\r\n ");
linenum++;
}
else
{
value = strtok(NULL, "\r\n= ");
if (!value)
{
CONS_Alert(CONS_WARNING, "HWR_LoadCustomShadersFromFile: Missing shader target (file %s, line %d)\n", wadfiles[wadnum]->filename, linenum);
stoken = strtok(NULL, "\r\n"); // skip end of line
goto skip_field;
}
if (!shadertype)
{
CONS_Alert(CONS_ERROR, "HWR_LoadCustomShadersFromFile: Missing shader type (file %s, line %d)\n", wadfiles[wadnum]->filename, linenum);
Z_Free(line);
return;
}
for (i = 0; shaderxlat[i].type; i++)
{
if (!stricmp(shaderxlat[i].type, stoken))
{
size_t shader_size;
char *shader_source;
char *shader_lumpname;
UINT16 shader_lumpnum;
if (PK3)
{
shader_lumpname = Z_Malloc(strlen(value) + 12, PU_STATIC, NULL);
strcpy(shader_lumpname, "Shaders/sh_");
strcat(shader_lumpname, value);
shader_lumpnum = W_CheckNumForFullNamePK3(shader_lumpname, wadnum, 0);
}
else
{
shader_lumpname = Z_Malloc(strlen(value) + 4, PU_STATIC, NULL);
strcpy(shader_lumpname, "SH_");
strcat(shader_lumpname, value);
shader_lumpnum = W_CheckNumForNamePwad(shader_lumpname, wadnum, 0);
}
if (shader_lumpnum == INT16_MAX)
{
CONS_Alert(CONS_ERROR, "HWR_LoadCustomShadersFromFile: Missing shader source %s (file %s, line %d)\n", shader_lumpname, wadfiles[wadnum]->filename, linenum);
Z_Free(shader_lumpname);
continue;
}
shader_size = W_LumpLengthPwad(wadnum, shader_lumpnum);
shader_source = Z_Malloc(shader_size, PU_STATIC, NULL);
W_ReadLumpPwad(wadnum, shader_lumpnum, shader_source);
HWD.pfnLoadCustomShader(shaderxlat[i].id, shader_source, shader_size, (shadertype == 2));
Z_Free(shader_source);
Z_Free(shader_lumpname);
}
}
skip_field:
stoken = strtok(NULL, "\r\n= ");
linenum++;
}
}
Z_Free(line);
return;
}
const char *HWR_GetShaderName(INT32 shader)
{
INT32 i;
if (shader)
{
for (i = 0; shaderxlat[i].type; i++)
{
if (shaderxlat[i].id == shader)
return shaderxlat[i].type;
}
return "Unknown";
}
return "Default";
int tex = HWR_ShouldUsePaletteRendering() ? HWD_SCREENTEXTURE_GENERIC3 : HWD_SCREENTEXTURE_GENERIC2;
HWD.pfnDrawScreenFinalTexture(tex, width, height);
}
#endif // HWRENDER

View file

@ -58,11 +58,11 @@ void HWR_StartScreenWipe(void);
void HWR_EndScreenWipe(void);
void HWR_DrawIntermissionBG(void);
void HWR_DoWipe(UINT8 wipenum, UINT8 scrnnum);
void HWR_DoTintedWipe(UINT8 wipenum, UINT8 scrnnum);
void HWR_MakeScreenFinalTexture(void);
void HWR_DrawScreenFinalTexture(int width, int height);
// This stuff is put here so models can use them
boolean HWR_UseShader(void);
void HWR_Lighting(FSurfaceInfo *Surface, INT32 light_level, extracolormap_t *colormap);
UINT8 HWR_FogBlockAlpha(INT32 light, extracolormap_t *colormap); // Let's see if this can work
@ -71,13 +71,7 @@ FBITFIELD HWR_GetBlendModeFlag(INT32 style);
FBITFIELD HWR_SurfaceBlend(INT32 style, INT32 transtablenum, FSurfaceInfo *pSurf);
FBITFIELD HWR_TranstableToAlpha(INT32 transtablenum, FSurfaceInfo *pSurf);
boolean HWR_CompileShaders(void);
void HWR_LoadAllCustomShaders(void);
void HWR_LoadCustomShadersFromFile(UINT16 wadnum, boolean PK3);
const char *HWR_GetShaderName(INT32 shader);
extern customshaderxlat_t shaderxlat[];
boolean HWR_ShouldUsePaletteRendering(void);
extern CV_PossibleValue_t glanisotropicmode_cons_t[];
@ -100,8 +94,9 @@ extern consvar_t cv_glspritebillboarding;
extern consvar_t cv_glskydome;
extern consvar_t cv_glfakecontrast;
extern consvar_t cv_glslopecontrast;
extern consvar_t cv_glbatching;
extern consvar_t cv_glpaletterendering;
extern consvar_t cv_glpalettedepth;
extern consvar_t cv_glwireframe;

View file

@ -390,8 +390,6 @@ static void md2_loadTexture(md2_t *model)
if (!grPatch->mipmap->downloaded && !grPatch->mipmap->data)
{
int w = 0, h = 0;
UINT32 size;
RGBA_t *image;
#ifdef HAVE_PNG
grPatch->mipmap->format = PNG_Load(filename, &w, &h, grPatch);
@ -412,6 +410,11 @@ static void md2_loadTexture(md2_t *model)
grPatch->mipmap->width = (UINT16)w;
grPatch->mipmap->height = (UINT16)h;
// for palette rendering, color cube is applied in post-processing instead of here
if (!HWR_ShouldUsePaletteRendering())
{
UINT32 size;
RGBA_t *image;
// Lactozilla: Apply colour cube
image = grPatch->mipmap->data;
size = w*h;
@ -421,6 +424,7 @@ static void md2_loadTexture(md2_t *model)
image++;
}
}
}
HWD.pfnSetTexture(grPatch->mipmap);
}
@ -1550,7 +1554,8 @@ boolean HWR_DrawModel(gl_vissprite_t *spr)
p.flip = atransform.flip;
p.mirror = atransform.mirror;
HWD.pfnSetShader(SHADER_MODEL); // model shader
if (HWR_UseShader())
HWD.pfnSetShader(HWR_GetShaderFromTarget(SHADER_MODEL));
{
float this_scale = FIXED_TO_FLOAT(interp.scale);

636
src/hardware/hw_shaders.c Normal file
View file

@ -0,0 +1,636 @@
// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 2021 by Sonic Team Junior.
//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file hw_shaders.c
/// \brief Handles the shaders used by the game.
#ifdef HWRENDER
#include "hw_glob.h"
#include "hw_drv.h"
#include "hw_shaders.h"
#include "../z_zone.h"
// ================
// Shader sources
// ================
static struct {
const char *vertex;
const char *fragment;
} const gl_shadersources[] = {
// Floor shader
{GLSL_DEFAULT_VERTEX_SHADER, GLSL_FLOOR_FRAGMENT_SHADER},
// Wall shader
{GLSL_DEFAULT_VERTEX_SHADER, GLSL_WALL_FRAGMENT_SHADER},
// Sprite shader
{GLSL_DEFAULT_VERTEX_SHADER, GLSL_WALL_FRAGMENT_SHADER},
// Model shader
{GLSL_MODEL_VERTEX_SHADER, GLSL_MODEL_FRAGMENT_SHADER},
// Water shader
{GLSL_DEFAULT_VERTEX_SHADER, GLSL_WATER_FRAGMENT_SHADER},
// Fog shader
{GLSL_DEFAULT_VERTEX_SHADER, GLSL_FOG_FRAGMENT_SHADER},
// Sky shader
{GLSL_DEFAULT_VERTEX_SHADER, GLSL_SKY_FRAGMENT_SHADER},
// Palette postprocess shader
{GLSL_DEFAULT_VERTEX_SHADER, GLSL_PALETTE_POSTPROCESS_FRAGMENT_SHADER},
// UI colormap fade shader
{GLSL_DEFAULT_VERTEX_SHADER, GLSL_UI_COLORMAP_FADE_FRAGMENT_SHADER},
// UI tinted wipe shader
{GLSL_DEFAULT_VERTEX_SHADER, GLSL_UI_TINTED_WIPE_FRAGMENT_SHADER},
{NULL, NULL},
};
typedef struct
{
int base_shader; // index of base shader_t
int custom_shader; // index of custom shader_t
} shadertarget_t;
typedef struct
{
char *vertex;
char *fragment;
boolean compiled;
} shader_t; // these are in an array and accessed by indices
// the array has NUMSHADERTARGETS entries for base shaders and for custom shaders
// the array could be expanded in the future to fit "dynamic" custom shaders that
// aren't fixed to shader targets
static shader_t gl_shaders[NUMSHADERTARGETS*2];
static shadertarget_t gl_shadertargets[NUMSHADERTARGETS];
#define WHITESPACE_CHARS " \t"
#define MODEL_LIGHTING_DEFINE "#define SRB2_MODEL_LIGHTING"
#define PALETTE_RENDERING_DEFINE "#define SRB2_PALETTE_RENDERING"
// Initialize shader variables and the backend's shader system. Load the base shaders.
// Returns false if shaders cannot be used.
boolean HWR_InitShaders(void)
{
int i;
if (!HWD.pfnInitShaders())
return false;
for (i = 0; i < NUMSHADERTARGETS; i++)
{
// set up string pointers for base shaders
gl_shaders[i].vertex = Z_StrDup(gl_shadersources[i].vertex);
gl_shaders[i].fragment = Z_StrDup(gl_shadersources[i].fragment);
// set shader target indices to correct values
gl_shadertargets[i].base_shader = i;
gl_shadertargets[i].custom_shader = -1;
}
HWR_CompileShaders();
return true;
}
// helper function: strstr but returns an int with the substring position
// returns INT32_MAX if not found
static INT32 strstr_int(const char *str1, const char *str2)
{
char *location = strstr(str1, str2);
if (location)
return location - str1;
else
return INT32_MAX;
}
// Creates a preprocessed copy of the shader according to the current graphics settings
// Returns a pointer to the results on success and NULL on failure.
// Remember memory management of the returned string.
static char *HWR_PreprocessShader(char *original)
{
const char *line_ending = "\n";
int line_ending_len;
char *read_pos = original;
int original_len = strlen(original);
int distance_to_end = original_len;
int new_len;
char *new_shader;
char *write_pos;
char shader_glsl_version[3];
int version_pos = -1;
int version_len = 0;
if (strstr(original, "\r\n"))
{
line_ending = "\r\n";
// check if all line endings are same
while ((read_pos = strchr(read_pos, '\n')))
{
read_pos--;
if (*read_pos != '\r')
{
// this file contains mixed CRLF and LF line endings.
// treating it as a LF file during parsing should keep
// the results sane enough as long as the gpu driver is fine
// with these kinds of weirdly formatted shader sources.
line_ending = "\n";
break;
}
read_pos += 2;
}
read_pos = original;
}
line_ending_len = strlen(line_ending);
// Find the #version directive, if it exists. Also don't get fooled if it's
// inside a comment. Copy the version digits so they can be used in the preamble.
// Time for some string parsing :D
#define STARTSWITH(str, with_what) !strncmp(str, with_what, sizeof(with_what)-1)
#define ADVANCE(amount) read_pos += (amount); distance_to_end -= (amount);
while (true)
{
// we're at the start of a line or at the end of a block comment.
// first get any possible whitespace out of the way
int whitespace_len = strspn(read_pos, WHITESPACE_CHARS);
if (whitespace_len == distance_to_end)
break; // we got to the end
ADVANCE(whitespace_len)
if (STARTSWITH(read_pos, "#version"))
{
// found a version directive (and it's not inside a comment)
// now locate, verify and read the version number
int version_number_len;
version_pos = read_pos - original;
ADVANCE(sizeof("#version") - 1)
whitespace_len = strspn(read_pos, WHITESPACE_CHARS);
if (!whitespace_len)
{
CONS_Alert(CONS_ERROR, "HWR_PreprocessShader: Syntax error in #version. Expected space after #version, but got other text.\n");
return NULL;
}
else if (whitespace_len == distance_to_end)
{
CONS_Alert(CONS_ERROR, "HWR_PreprocessShader: Syntax error in #version. Expected version number, but got end of file.\n");
return NULL;
}
ADVANCE(whitespace_len)
version_number_len = strspn(read_pos, "0123456789");
if (!version_number_len)
{
CONS_Alert(CONS_ERROR, "HWR_PreprocessShader: Syntax error in #version. Expected version number, but got other text.\n");
return NULL;
}
else if (version_number_len != 3)
{
CONS_Alert(CONS_ERROR, "HWR_PreprocessShader: Syntax error in #version. Expected version with 3 digits, but got %d digits.\n", version_number_len);
return NULL;
}
M_Memcpy(shader_glsl_version, read_pos, 3);
ADVANCE(version_number_len)
version_len = (read_pos - original) - version_pos;
whitespace_len = strspn(read_pos, WHITESPACE_CHARS);
ADVANCE(whitespace_len)
if (STARTSWITH(read_pos, "es"))
{
CONS_Alert(CONS_ERROR, "HWR_PreprocessShader: Support for ES shaders is not implemented.\n");
return NULL;
}
break;
}
else
{
// go to next newline or end of next block comment if it starts before the newline
// and is not inside a line comment
INT32 newline_pos = strstr_int(read_pos, line_ending);
INT32 line_comment_pos;
INT32 block_comment_pos;
// optimization: temporarily put a null at the line ending, so strstr does not needlessly
// look past it since we're only interested in the current line
if (newline_pos != INT32_MAX)
read_pos[newline_pos] = '\0';
line_comment_pos = strstr_int(read_pos, "//");
block_comment_pos = strstr_int(read_pos, "/*");
// restore the line ending, remove the null we just put there
if (newline_pos != INT32_MAX)
read_pos[newline_pos] = line_ending[0];
if (line_comment_pos < block_comment_pos)
{
// line comment found, skip rest of the line
if (newline_pos != INT32_MAX)
{
ADVANCE(newline_pos + line_ending_len)
}
else
{
// we got to the end
break;
}
}
else if (block_comment_pos < line_comment_pos)
{
// block comment found, skip past it
INT32 block_comment_end;
ADVANCE(block_comment_pos + 2)
block_comment_end = strstr_int(read_pos, "*/");
if (block_comment_end == INT32_MAX)
{
// could also leave insertion_pos at 0 and let the GLSL compiler
// output an error message for this broken comment
CONS_Alert(CONS_ERROR, "HWR_PreprocessShader: Encountered unclosed block comment in shader.\n");
return NULL;
}
ADVANCE(block_comment_end + 2)
}
else if (newline_pos == INT32_MAX)
{
// we got to the end
break;
}
else
{
// nothing special on this line, move to the next one
ADVANCE(newline_pos + line_ending_len)
}
}
}
#undef STARTSWITH
#undef ADVANCE
#define ADD_TO_LEN(def) new_len += sizeof(def) - 1 + line_ending_len;
// Calculate length of modified shader.
new_len = original_len;
if (cv_glmodellighting.value)
ADD_TO_LEN(MODEL_LIGHTING_DEFINE)
if (cv_glpaletterendering.value)
ADD_TO_LEN(PALETTE_RENDERING_DEFINE)
#undef ADD_TO_LEN
#define VERSION_PART "#version "
if (new_len != original_len)
{
if (version_pos != -1)
new_len += sizeof(VERSION_PART) - 1 + 3 + line_ending_len;
new_len += sizeof("#line 0") - 1 + line_ending_len;
}
// Allocate memory for modified shader.
new_shader = Z_Malloc(new_len + 1, PU_STATIC, NULL);
read_pos = original;
write_pos = new_shader;
if (new_len != original_len && version_pos != -1)
{
strcpy(write_pos, VERSION_PART);
write_pos += sizeof(VERSION_PART) - 1;
M_Memcpy(write_pos, shader_glsl_version, 3);
write_pos += 3;
strcpy(write_pos, line_ending);
write_pos += line_ending_len;
}
#undef VERSION_PART
#define WRITE_DEFINE(define) \
{ \
strcpy(write_pos, define); \
write_pos += sizeof(define) - 1; \
strcpy(write_pos, line_ending); \
write_pos += line_ending_len; \
}
// Write the defines.
if (cv_glmodellighting.value)
WRITE_DEFINE(MODEL_LIGHTING_DEFINE)
if (cv_glpaletterendering.value)
WRITE_DEFINE(PALETTE_RENDERING_DEFINE)
#undef WRITE_DEFINE
// Write a #line directive, so compiler errors will report line numbers from the
// original shader without our preamble lines.
if (new_len != original_len)
{
// line numbering in the #line directive is different for versions 110-150
if (version_pos == -1 || shader_glsl_version[0] == '1')
strcpy(write_pos, "#line 0");
else
strcpy(write_pos, "#line 1");
write_pos += sizeof("#line 0") - 1;
strcpy(write_pos, line_ending);
write_pos += line_ending_len;
}
// Copy the original shader.
M_Memcpy(write_pos, read_pos, original_len);
// Erase the original #version directive, if it exists and was copied.
if (new_len != original_len && version_pos != -1)
memset(write_pos + version_pos, ' ', version_len);
// Terminate the new string.
new_shader[new_len] = '\0';
return new_shader;
}
// preprocess and compile shader at gl_shaders[index]
static void HWR_CompileShader(int index)
{
char *vertex_source = gl_shaders[index].vertex;
char *fragment_source = gl_shaders[index].fragment;
if (vertex_source)
{
char *preprocessed = HWR_PreprocessShader(vertex_source);
if (!preprocessed) return;
HWD.pfnLoadShader(index, preprocessed, HWD_SHADERSTAGE_VERTEX);
}
if (fragment_source)
{
char *preprocessed = HWR_PreprocessShader(fragment_source);
if (!preprocessed) return;
HWD.pfnLoadShader(index, preprocessed, HWD_SHADERSTAGE_FRAGMENT);
}
gl_shaders[index].compiled = HWD.pfnCompileShader(index);
}
// compile or recompile shaders
void HWR_CompileShaders(void)
{
int i;
for (i = 0; i < NUMSHADERTARGETS; i++)
{
int custom_index = gl_shadertargets[i].custom_shader;
HWR_CompileShader(i);
if (!gl_shaders[i].compiled)
CONS_Alert(CONS_ERROR, "HWR_CompileShaders: Compilation failed for base %s shader!\n", shaderxlat[i].type);
if (custom_index != -1)
{
HWR_CompileShader(custom_index);
if (!gl_shaders[custom_index].compiled)
CONS_Alert(CONS_ERROR, "HWR_CompileShaders: Recompilation failed for the custom %s shader! See the console messages above for more information.\n", shaderxlat[i].type);
}
}
}
int HWR_GetShaderFromTarget(int shader_target)
{
int custom_shader = gl_shadertargets[shader_target].custom_shader;
// use custom shader if following are true
// - custom shader exists
// - custom shader has been compiled successfully
// - custom shaders are enabled
// - custom shaders are allowed by the server
if (custom_shader != -1 && gl_shaders[custom_shader].compiled &&
cv_glshaders.value == 1 && cv_glallowshaders.value)
return custom_shader;
else
return gl_shadertargets[shader_target].base_shader;
}
static inline UINT16 HWR_FindShaderDefs(UINT16 wadnum)
{
UINT16 i;
lumpinfo_t *lump_p;
lump_p = wadfiles[wadnum]->lumpinfo;
for (i = 0; i < wadfiles[wadnum]->numlumps; i++, lump_p++)
if (memcmp(lump_p->name, "SHADERS", 7) == 0)
return i;
return INT16_MAX;
}
customshaderxlat_t shaderxlat[] =
{
{"Flat", SHADER_FLOOR},
{"WallTexture", SHADER_WALL},
{"Sprite", SHADER_SPRITE},
{"Model", SHADER_MODEL},
{"WaterRipple", SHADER_WATER},
{"Fog", SHADER_FOG},
{"Sky", SHADER_SKY},
{"PalettePostprocess", SHADER_PALETTE_POSTPROCESS},
{"UIColormapFade", SHADER_UI_COLORMAP_FADE},
{"UITintedWipe", SHADER_UI_TINTED_WIPE},
{NULL, 0},
};
void HWR_LoadAllCustomShaders(void)
{
INT32 i;
// read every custom shader
for (i = 0; i < numwadfiles; i++)
HWR_LoadCustomShadersFromFile(i, W_FileHasFolders(wadfiles[i]));
}
void HWR_LoadCustomShadersFromFile(UINT16 wadnum, boolean PK3)
{
UINT16 lump;
char *shaderdef, *line;
char *stoken;
char *value;
size_t size;
int linenum = 1;
int shadertype = 0;
int i;
boolean modified_shaders[NUMSHADERTARGETS] = {0};
if (!gl_shadersavailable)
return;
lump = HWR_FindShaderDefs(wadnum);
if (lump == INT16_MAX)
return;
shaderdef = W_CacheLumpNumPwad(wadnum, lump, PU_CACHE);
size = W_LumpLengthPwad(wadnum, lump);
line = Z_Malloc(size+1, PU_STATIC, NULL);
M_Memcpy(line, shaderdef, size);
line[size] = '\0';
stoken = strtok(line, "\r\n ");
while (stoken)
{
if ((stoken[0] == '/' && stoken[1] == '/')
|| (stoken[0] == '#'))// skip comments
{
stoken = strtok(NULL, "\r\n");
goto skip_field;
}
if (!stricmp(stoken, "GLSL"))
{
value = strtok(NULL, "\r\n ");
if (!value)
{
CONS_Alert(CONS_WARNING, "HWR_LoadCustomShadersFromFile: Missing shader type (file %s, line %d)\n", wadfiles[wadnum]->filename, linenum);
stoken = strtok(NULL, "\r\n"); // skip end of line
goto skip_lump;
}
if (!stricmp(value, "VERTEX"))
shadertype = 1;
else if (!stricmp(value, "FRAGMENT"))
shadertype = 2;
skip_lump:
stoken = strtok(NULL, "\r\n ");
linenum++;
}
else
{
value = strtok(NULL, "\r\n= ");
if (!value)
{
CONS_Alert(CONS_WARNING, "HWR_LoadCustomShadersFromFile: Missing shader target (file %s, line %d)\n", wadfiles[wadnum]->filename, linenum);
stoken = strtok(NULL, "\r\n"); // skip end of line
goto skip_field;
}
if (!shadertype)
{
CONS_Alert(CONS_ERROR, "HWR_LoadCustomShadersFromFile: Missing shader type (file %s, line %d)\n", wadfiles[wadnum]->filename, linenum);
Z_Free(line);
return;
}
for (i = 0; shaderxlat[i].type; i++)
{
if (!stricmp(shaderxlat[i].type, stoken))
{
size_t shader_string_length;
char *shader_source;
char *shader_lumpname;
UINT16 shader_lumpnum;
int shader_index; // index in gl_shaders
if (PK3)
{
shader_lumpname = Z_Malloc(strlen(value) + 12, PU_STATIC, NULL);
strcpy(shader_lumpname, "Shaders/sh_");
strcat(shader_lumpname, value);
shader_lumpnum = W_CheckNumForFullNamePK3(shader_lumpname, wadnum, 0);
}
else
{
shader_lumpname = Z_Malloc(strlen(value) + 4, PU_STATIC, NULL);
strcpy(shader_lumpname, "SH_");
strcat(shader_lumpname, value);
shader_lumpnum = W_CheckNumForNamePwad(shader_lumpname, wadnum, 0);
}
if (shader_lumpnum == INT16_MAX)
{
CONS_Alert(CONS_ERROR, "HWR_LoadCustomShadersFromFile: Missing shader source %s (file %s, line %d)\n", shader_lumpname, wadfiles[wadnum]->filename, linenum);
Z_Free(shader_lumpname);
continue;
}
shader_string_length = W_LumpLengthPwad(wadnum, shader_lumpnum) + 1;
shader_source = Z_Malloc(shader_string_length, PU_STATIC, NULL);
W_ReadLumpPwad(wadnum, shader_lumpnum, shader_source);
shader_source[shader_string_length-1] = '\0';
shader_index = shaderxlat[i].id + NUMSHADERTARGETS;
if (!modified_shaders[shaderxlat[i].id])
{
// this will clear any old custom shaders from previously loaded files
// Z_Free checks if the pointer is NULL!
Z_Free(gl_shaders[shader_index].vertex);
gl_shaders[shader_index].vertex = NULL;
Z_Free(gl_shaders[shader_index].fragment);
gl_shaders[shader_index].fragment = NULL;
}
modified_shaders[shaderxlat[i].id] = true;
if (shadertype == 1)
{
if (gl_shaders[shader_index].vertex)
{
CONS_Alert(CONS_WARNING, "HWR_LoadCustomShadersFromFile: %s is overwriting another %s vertex shader from the same addon! (file %s, line %d)\n", shader_lumpname, shaderxlat[i].type, wadfiles[wadnum]->filename, linenum);
Z_Free(gl_shaders[shader_index].vertex);
}
gl_shaders[shader_index].vertex = shader_source;
}
else
{
if (gl_shaders[shader_index].fragment)
{
CONS_Alert(CONS_WARNING, "HWR_LoadCustomShadersFromFile: %s is overwriting another %s fragment shader from the same addon! (file %s, line %d)\n", shader_lumpname, shaderxlat[i].type, wadfiles[wadnum]->filename, linenum);
Z_Free(gl_shaders[shader_index].fragment);
}
gl_shaders[shader_index].fragment = shader_source;
}
Z_Free(shader_lumpname);
}
}
skip_field:
stoken = strtok(NULL, "\r\n= ");
linenum++;
}
}
for (i = 0; i < NUMSHADERTARGETS; i++)
{
if (modified_shaders[i])
{
int shader_index = i + NUMSHADERTARGETS; // index to gl_shaders
gl_shadertargets[i].custom_shader = shader_index;
// if only one stage (vertex/fragment) is defined, the other one
// is copied from the base shaders.
if (!gl_shaders[shader_index].fragment)
gl_shaders[shader_index].fragment = Z_StrDup(gl_shadersources[i].fragment);
if (!gl_shaders[shader_index].vertex)
gl_shaders[shader_index].vertex = Z_StrDup(gl_shadersources[i].vertex);
HWR_CompileShader(shader_index);
if (!gl_shaders[shader_index].compiled)
CONS_Alert(CONS_ERROR, "HWR_LoadCustomShadersFromFile: A compilation error occured for the %s shader in file %s. See the console messages above for more information.\n", shaderxlat[i].type, wadfiles[wadnum]->filename);
}
}
Z_Free(line);
return;
}
const char *HWR_GetShaderName(INT32 shader)
{
INT32 i;
for (i = 0; shaderxlat[i].type; i++)
{
if (shaderxlat[i].id == shader)
return shaderxlat[i].type;
}
return "Unknown";
}
#endif // HWRENDER

424
src/hardware/hw_shaders.h Normal file
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@ -0,0 +1,424 @@
// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 2021 by Sonic Team Junior.
//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file hw_shaders.h
/// \brief Handles the shaders used by the game.
#ifndef _HW_SHADERS_H_
#define _HW_SHADERS_H_
#include "../doomtype.h"
// ================
// Vertex shaders
// ================
//
// Generic vertex shader
//
#define GLSL_DEFAULT_VERTEX_SHADER \
"void main()\n" \
"{\n" \
"gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * gl_Vertex;\n" \
"gl_FrontColor = gl_Color;\n" \
"gl_TexCoord[0].xy = gl_MultiTexCoord0.xy;\n" \
"gl_ClipVertex = gl_ModelViewMatrix * gl_Vertex;\n" \
"}\0"
// replicates the way fixed function lighting is used by the model lighting option,
// stores the lighting result to gl_Color
// (ambient lighting of 0.75 and diffuse lighting from above)
#define GLSL_MODEL_VERTEX_SHADER \
"void main()\n" \
"{\n" \
"#ifdef SRB2_MODEL_LIGHTING\n" \
"float nDotVP = dot(gl_Normal, vec3(0, 1, 0));\n" \
"float light = min(0.75 + max(nDotVP, 0.0), 1.0);\n" \
"gl_FrontColor = vec4(light, light, light, 1.0);\n" \
"#else\n" \
"gl_FrontColor = gl_Color;\n" \
"#endif\n" \
"gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * gl_Vertex;\n" \
"gl_TexCoord[0].xy = gl_MultiTexCoord0.xy;\n" \
"gl_ClipVertex = gl_ModelViewMatrix * gl_Vertex;\n" \
"}\0"
// ==================
// Fragment shaders
// ==================
//
// Generic fragment shader
//
#define GLSL_DEFAULT_FRAGMENT_SHADER \
"uniform sampler2D tex;\n" \
"uniform vec4 poly_color;\n" \
"void main(void) {\n" \
"gl_FragColor = texture2D(tex, gl_TexCoord[0].st) * poly_color;\n" \
"}\0"
//
// Software fragment shader
//
// Include GLSL_FLOOR_FUDGES or GLSL_WALL_FUDGES or define the fudges in shaders that use this macro.
#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" \
"float cap = (155.0 - light) * 0.26;\n" \
"return max(startmap * STARTMAP_FUDGE - scale * 0.5 * SCALE_FUDGE, cap);\n" \
"}\n"
// lighting cap adjustment:
// first num (155.0), increase to make it start to go dark sooner
// second num (0.26), increase to make it go dark faster
#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" \
"if (fade_start != 0.0 || fade_end != 31.0) {\n" \
"float fs = fade_start / 31.0;\n" \
"float fe = fade_end / 31.0;\n" \
"float fd = fe - fs;\n" \
"darkness = clamp((darkness - fs) * (1.0 / fd), 0.0, 1.0);\n" \
"}\n" \
"final_color = mix(final_color, fade_color, darkness);\n"
#define GLSL_PALETTE_RENDERING \
"float tex_pal_idx = texture3D(palette_lookup_tex, vec3((texel * 63.0 + 0.5) / 64.0))[0] * 255.0;\n" \
"float z = gl_FragCoord.z / gl_FragCoord.w;\n" \
"float light_y = clamp(floor(R_DoomColormap(lighting, z)), 0.0, 31.0);\n" \
"vec2 lighttable_coord = vec2((tex_pal_idx + 0.5) / 256.0, (light_y + 0.5) / 32.0);\n" \
"vec4 final_color = texture2D(lighttable_tex, lighttable_coord);\n" \
"final_color.a = texel.a * poly_color.a;\n" \
"gl_FragColor = final_color;\n" \
#define GLSL_SOFTWARE_FRAGMENT_SHADER \
"#ifdef SRB2_PALETTE_RENDERING\n" \
"uniform sampler2D tex;\n" \
"uniform sampler3D palette_lookup_tex;\n" \
"uniform sampler2D lighttable_tex;\n" \
"uniform vec4 poly_color;\n" \
"uniform float lighting;\n" \
GLSL_DOOM_COLORMAP \
"void main(void) {\n" \
"vec4 texel = texture2D(tex, gl_TexCoord[0].st);\n" \
GLSL_PALETTE_RENDERING \
"}\n" \
"#else\n" \
"uniform sampler2D tex;\n" \
"uniform vec4 poly_color;\n" \
"uniform vec4 tint_color;\n" \
"uniform vec4 fade_color;\n" \
"uniform float lighting;\n" \
"uniform float fade_start;\n" \
"uniform float fade_end;\n" \
GLSL_DOOM_COLORMAP \
GLSL_DOOM_LIGHT_EQUATION \
"void main(void) {\n" \
"vec4 texel = texture2D(tex, gl_TexCoord[0].st);\n" \
"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" \
"}\n" \
"#endif\0"
// hand tuned adjustments for light level calculation
#define GLSL_FLOOR_FUDGES \
"#define STARTMAP_FUDGE 1.06\n" \
"#define SCALE_FUDGE 1.15\n"
#define GLSL_WALL_FUDGES \
"#define STARTMAP_FUDGE 1.05\n" \
"#define SCALE_FUDGE 2.2\n"
#define GLSL_FLOOR_FRAGMENT_SHADER \
GLSL_FLOOR_FUDGES \
GLSL_SOFTWARE_FRAGMENT_SHADER
#define GLSL_WALL_FRAGMENT_SHADER \
GLSL_WALL_FUDGES \
GLSL_SOFTWARE_FRAGMENT_SHADER
// same as above but multiplies results with the lighting value from the
// accompanying vertex shader (stored in gl_Color) if model lighting is enabled
#define GLSL_MODEL_FRAGMENT_SHADER \
GLSL_WALL_FUDGES \
"#ifdef SRB2_PALETTE_RENDERING\n" \
"uniform sampler2D tex;\n" \
"uniform sampler3D palette_lookup_tex;\n" \
"uniform sampler2D lighttable_tex;\n" \
"uniform vec4 poly_color;\n" \
"uniform float lighting;\n" \
GLSL_DOOM_COLORMAP \
"void main(void) {\n" \
"vec4 texel = texture2D(tex, gl_TexCoord[0].st);\n" \
"#ifdef SRB2_MODEL_LIGHTING\n" \
"texel *= gl_Color;\n" \
"#endif\n" \
GLSL_PALETTE_RENDERING \
"}\n" \
"#else\n" \
"uniform sampler2D tex;\n" \
"uniform vec4 poly_color;\n" \
"uniform vec4 tint_color;\n" \
"uniform vec4 fade_color;\n" \
"uniform float lighting;\n" \
"uniform float fade_start;\n" \
"uniform float fade_end;\n" \
GLSL_DOOM_COLORMAP \
GLSL_DOOM_LIGHT_EQUATION \
"void main(void) {\n" \
"vec4 texel = texture2D(tex, gl_TexCoord[0].st);\n" \
"vec4 base_color = texel * poly_color;\n" \
"vec4 final_color = base_color;\n" \
GLSL_SOFTWARE_TINT_EQUATION \
GLSL_SOFTWARE_FADE_EQUATION \
"#ifdef SRB2_MODEL_LIGHTING\n" \
"final_color *= gl_Color;\n" \
"#endif\n" \
"final_color.a = texel.a * poly_color.a;\n" \
"gl_FragColor = final_color;\n" \
"}\n" \
"#endif\0"
//
// Water surface shader
//
// Mostly guesstimated, rather than the rest being built off Software science.
// Still needs to distort things underneath/around the water...
//
#define GLSL_WATER_TEXEL \
"float water_z = (gl_FragCoord.z / gl_FragCoord.w) / 2.0;\n" \
"float a = -pi * (water_z * freq) + (leveltime * speed);\n" \
"float sdistort = sin(a) * amp;\n" \
"float cdistort = cos(a) * amp;\n" \
"vec4 texel = texture2D(tex, vec2(gl_TexCoord[0].s - sdistort, gl_TexCoord[0].t - cdistort));\n"
#define GLSL_WATER_FRAGMENT_SHADER \
GLSL_FLOOR_FUDGES \
"const float freq = 0.025;\n" \
"const float amp = 0.025;\n" \
"const float speed = 2.0;\n" \
"const float pi = 3.14159;\n" \
"#ifdef SRB2_PALETTE_RENDERING\n" \
"uniform sampler2D tex;\n" \
"uniform sampler3D palette_lookup_tex;\n" \
"uniform sampler2D lighttable_tex;\n" \
"uniform vec4 poly_color;\n" \
"uniform float lighting;\n" \
"uniform float leveltime;\n" \
GLSL_DOOM_COLORMAP \
"void main(void) {\n" \
GLSL_WATER_TEXEL \
GLSL_PALETTE_RENDERING \
"}\n" \
"#else\n" \
"uniform sampler2D tex;\n" \
"uniform vec4 poly_color;\n" \
"uniform vec4 tint_color;\n" \
"uniform vec4 fade_color;\n" \
"uniform float lighting;\n" \
"uniform float fade_start;\n" \
"uniform float fade_end;\n" \
"uniform float leveltime;\n" \
GLSL_DOOM_COLORMAP \
GLSL_DOOM_LIGHT_EQUATION \
"void main(void) {\n" \
GLSL_WATER_TEXEL \
"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" \
"}\n" \
"#endif\0"
//
// Fog block shader
//
// Alpha of the planes themselves are still slightly off -- see HWR_FogBlockAlpha
//
// The floor fudges are used, but should the wall fudges be used instead? or something inbetween?
// or separate values for floors and walls? (need to change more than this shader for that)
#define GLSL_FOG_FRAGMENT_SHADER \
GLSL_FLOOR_FUDGES \
"uniform vec4 tint_color;\n" \
"uniform vec4 fade_color;\n" \
"uniform float lighting;\n" \
"uniform float fade_start;\n" \
"uniform float fade_end;\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"
//
// Sky fragment shader
// Modulates poly_color with gl_Color
//
#define GLSL_SKY_FRAGMENT_SHADER \
"uniform sampler2D tex;\n" \
"uniform vec4 poly_color;\n" \
"void main(void) {\n" \
"gl_FragColor = texture2D(tex, gl_TexCoord[0].st) * gl_Color * poly_color;\n" \
"}\0"
// Shader for the palette rendering postprocess step
#define GLSL_PALETTE_POSTPROCESS_FRAGMENT_SHADER \
"uniform sampler2D tex;\n" \
"uniform sampler3D palette_lookup_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(palette_tex, palette_coord);\n" \
"gl_FragColor = final_color;\n" \
"}\0"
// Applies a palettized colormap fade to tex
#define GLSL_UI_COLORMAP_FADE_FRAGMENT_SHADER \
"uniform sampler2D tex;\n" \
"uniform float lighting;\n" \
"uniform sampler3D palette_lookup_tex;\n" \
"uniform sampler2D lighttable_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" \
"vec2 lighttable_coord = vec2((tex_pal_idx + 0.5) / 256.0, (lighting + 0.5) / 32.0);\n" \
"gl_FragColor = texture2D(lighttable_tex, lighttable_coord);\n" \
"}\0"
// For wipes that use additive and subtractive blending.
// alpha_factor = 31 * 8 / 10 = 24.8
// Calculated based on the use of the "fade" variable from the GETCOLOR macro
// in r_data.c:R_CreateFadeColormaps.
// However this value created some ugliness in fades to white (special stage entry)
// while palette rendering is enabled, so I raised the value just a bit.
#define GLSL_UI_TINTED_WIPE_FRAGMENT_SHADER \
"uniform sampler2D tex;\n" \
"uniform vec4 poly_color;\n" \
"const float alpha_factor = 24.875;\n" \
"void main(void) {\n" \
"vec4 texel = texture2D(tex, gl_TexCoord[0].st);\n" \
"vec4 final_color = poly_color;\n" \
"float alpha = texel.a;\n" \
"if (final_color.a >= 0.5)\n" \
"alpha = 1.0 - alpha;\n" \
"alpha *= alpha_factor;\n" \
"final_color *= alpha;\n" \
"final_color.a = 1.0;\n" \
"gl_FragColor = final_color;\n" \
"}\0"
//
// Generic vertex shader
//
#define GLSL_FALLBACK_VERTEX_SHADER \
"void main()\n" \
"{\n" \
"gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * gl_Vertex;\n" \
"gl_FrontColor = gl_Color;\n" \
"gl_TexCoord[0].xy = gl_MultiTexCoord0.xy;\n" \
"gl_ClipVertex = gl_ModelViewMatrix * gl_Vertex;\n" \
"}\0"
//
// Generic fragment shader
//
#define GLSL_FALLBACK_FRAGMENT_SHADER \
"uniform sampler2D tex;\n" \
"uniform vec4 poly_color;\n" \
"void main(void) {\n" \
"gl_FragColor = texture2D(tex, gl_TexCoord[0].st) * poly_color;\n" \
"}\0"
//
// Software fragment shader
//
#define GLSL_SOFTWARE_FADE_EQUATION \
"float darkness = R_DoomLightingEquation(lighting);\n" \
"if (fade_start != 0.0 || fade_end != 31.0) {\n" \
"float fs = fade_start / 31.0;\n" \
"float fe = fade_end / 31.0;\n" \
"float fd = fe - fs;\n" \
"darkness = clamp((darkness - fs) * (1.0 / fd), 0.0, 1.0);\n" \
"}\n" \
"final_color = mix(final_color, fade_color, darkness);\n"
// same as above but multiplies results with the lighting value from the
// accompanying vertex shader (stored in gl_Color)
#define GLSL_SOFTWARE_MODEL_LIGHTING_FRAGMENT_SHADER \
"uniform sampler2D tex;\n" \
"uniform vec4 poly_color;\n" \
"uniform vec4 tint_color;\n" \
"uniform vec4 fade_color;\n" \
"uniform float lighting;\n" \
"uniform float fade_start;\n" \
"uniform float fade_end;\n" \
GLSL_DOOM_COLORMAP \
GLSL_DOOM_LIGHT_EQUATION \
"void main(void) {\n" \
"vec4 texel = texture2D(tex, gl_TexCoord[0].st);\n" \
"vec4 base_color = texel * poly_color;\n" \
"vec4 final_color = base_color;\n" \
GLSL_SOFTWARE_TINT_EQUATION \
GLSL_SOFTWARE_FADE_EQUATION \
"final_color *= gl_Color;\n" \
"final_color.a = texel.a * poly_color.a;\n" \
"gl_FragColor = final_color;\n" \
"}\0"
//
// Sky fragment shader
// Modulates poly_color with gl_Color
//
#define GLSL_SKY_FRAGMENT_SHADER \
"uniform sampler2D tex;\n" \
"uniform vec4 poly_color;\n" \
"void main(void) {\n" \
"gl_FragColor = texture2D(tex, gl_TexCoord[0].st) * gl_Color * poly_color;\n" \
"}\0"
#endif

File diff suppressed because it is too large Load diff

View file

@ -46,6 +46,7 @@
#define _CREATE_DLL_ // necessary for Unix AND Windows
#include "../../doomdef.h"
#include "../hw_drv.h"
#include "../../z_zone.h"
// ==========================================================================
// DEFINITIONS

View file

@ -21,6 +21,7 @@
#include "i_system.h" // I_GetPreciseTime
#include "m_misc.h"
#include "st_stuff.h" // st_palette
#include "doomstat.h" // singletics
#ifdef HWRENDER
#include "hardware/hw_main.h"
@ -604,7 +605,7 @@ static void GIF_framewrite(void)
UINT16 delay = 0;
INT32 startline;
if (gif_dynamicdelay ==(UINT8) 2)
if (gif_dynamicdelay ==(UINT8) 2 && !singletics)
{
// golden's attempt at creating a "dynamic delay"
UINT16 mingifdelay = 10; // minimum gif delay in milliseconds (keep at 10 because gifs can't get more precise).
@ -617,7 +618,7 @@ static void GIF_framewrite(void)
gif_delayus -= frames*(mingifdelay*1000); // remove frames by the amount of milliseconds they take. don't reset to 0, the microseconds help consistency.
}
}
else if (gif_dynamicdelay ==(UINT8) 1)
else if (gif_dynamicdelay ==(UINT8) 1 && !singletics)
{
float delayf = ceil(100.0f/NEWTICRATE);

View file

@ -1406,18 +1406,19 @@ static menuitem_t OP_OpenGLOptionsMenu[] =
{IT_HEADER, NULL, "General", NULL, 51},
{IT_STRING|IT_CVAR, NULL, "Shaders", &cv_glshaders, 63},
{IT_STRING|IT_CVAR, NULL, "Lack of perspective", &cv_glshearing, 73},
{IT_STRING|IT_CVAR, NULL, "Field of view", &cv_fov, 83},
{IT_STRING|IT_CVAR, NULL, "Palette rendering", &cv_glpaletterendering, 73},
{IT_STRING|IT_CVAR, NULL, "Lack of perspective", &cv_glshearing, 83},
{IT_STRING|IT_CVAR, NULL, "Field of view", &cv_fov, 93},
{IT_HEADER, NULL, "Miscellaneous", NULL, 102},
{IT_STRING|IT_CVAR, NULL, "Bit depth", &cv_scr_depth, 114},
{IT_STRING|IT_CVAR, NULL, "Texture filter", &cv_glfiltermode, 124},
{IT_STRING|IT_CVAR, NULL, "Anisotropic", &cv_glanisotropicmode, 134},
{IT_HEADER, NULL, "Miscellaneous", NULL, 112},
{IT_STRING|IT_CVAR, NULL, "Bit depth", &cv_scr_depth, 124},
{IT_STRING|IT_CVAR, NULL, "Texture filter", &cv_glfiltermode, 134},
{IT_STRING|IT_CVAR, NULL, "Anisotropic", &cv_glanisotropicmode, 144},
#ifdef ALAM_LIGHTING
{IT_SUBMENU|IT_STRING, NULL, "Lighting...", &OP_OpenGLLightingDef, 144},
{IT_SUBMENU|IT_STRING, NULL, "Lighting...", &OP_OpenGLLightingDef, 154},
#endif
#if defined (_WINDOWS) && (!(defined (__unix__) || defined (UNIXCOMMON) || defined (HAVE_SDL)))
{IT_STRING|IT_CVAR, NULL, "Fullscreen", &cv_fullscreen, 154},
{IT_STRING|IT_CVAR, NULL, "Fullscreen", &cv_fullscreen, 164},
#endif
};

View file

@ -1254,7 +1254,7 @@ void M_SaveFrame(void)
// paranoia: should be unnecessary without singletics
static tic_t oldtic = 0;
if (oldtic == I_GetTime())
if (oldtic == I_GetTime() && !singletics)
return;
else
oldtic = I_GetTime();

View file

@ -1134,10 +1134,10 @@ boolean I_InitTcpDriver(void)
{
I_AddExitFunc(I_ShutdownTcpDriver);
#ifdef HAVE_MINIUPNPC
if (M_CheckParm("-noUPnP"))
UPNP_support = false;
else
if (M_CheckParm("-useUPnP"))
I_InitUPnP();
else
UPNP_support = false;
#endif
}
return init_tcp_driver;

View file

@ -2329,9 +2329,9 @@ boolean P_CheckDeathPitCollide(mobj_t *mo)
if (mo->player && mo->player->pflags & PF_GODMODE)
return false;
if (((mo->z <= mo->subsector->sector->floorheight
if (((mo->z <= mo->floorz
&& ((mo->subsector->sector->flags & MSF_TRIGGERSPECIAL_HEADBUMP) || !(mo->eflags & MFE_VERTICALFLIP)) && (mo->subsector->sector->flags & MSF_FLIPSPECIAL_FLOOR))
|| (mo->z + mo->height >= mo->subsector->sector->ceilingheight
|| (mo->z + mo->height >= mo->ceilingz
&& ((mo->subsector->sector->flags & MSF_TRIGGERSPECIAL_HEADBUMP) || (mo->eflags & MFE_VERTICALFLIP)) && (mo->subsector->sector->flags & MSF_FLIPSPECIAL_CEILING)))
&& (mo->subsector->sector->damagetype == SD_DEATHPITTILT
|| mo->subsector->sector->damagetype == SD_DEATHPITNOTILT))

View file

@ -31,6 +31,10 @@
#include "byteptr.h"
#include "dehacked.h"
#ifdef HWRENDER
#include "hardware/hw_glob.h" // HWR_ClearLightTables
#endif
//
// Graphics.
// SRB2 graphics for walls and sprites
@ -422,6 +426,9 @@ void R_ClearColormaps(void)
{
// Purged by PU_LEVEL, just overwrite the pointer
extra_colormaps = R_CreateDefaultColormap(true);
#ifdef HWRENDER
HWR_ClearLightTables();
#endif
}
//

View file

@ -25,6 +25,10 @@
#include "screen.h" // MAXVIDWIDTH, MAXVIDHEIGHT
#ifdef HWRENDER
#include "m_aatree.h"
#endif
#include "taglist.h"
//
@ -69,6 +73,11 @@ typedef struct extracolormap_s
lighttable_t *colormap;
#ifdef HWRENDER
// The id of the hardware lighttable. Zero means it does not exist yet.
UINT32 gl_lighttable_id;
#endif
#ifdef EXTRACOLORMAPLUMPS
lumpnum_t lump; // for colormap lump matching, init to LUMPERROR
char lumpname[9]; // for netsyncing
@ -897,6 +906,26 @@ typedef struct
// the [0] is &columnofs[width]
} ATTRPACK softwarepatch_t;
#ifdef _MSC_VER
#pragma warning(disable : 4200)
#endif
// a pic is an unmasked block of pixels, stored in horizontal way
typedef struct
{
INT16 width;
UINT8 zero; // set to 0 allow autodetection of pic_t
// mode instead of patch or raw
UINT8 mode; // see pic_mode_t above
INT16 height;
INT16 reserved1; // set to 0
UINT8 data[0];
} ATTRPACK pic_t;
#ifdef _MSC_VER
#pragma warning(default : 4200)
#endif
#if defined(_MSC_VER)
#pragma pack()
#endif

View file

@ -193,6 +193,8 @@ static void R_DrawBlendColumnInCache(column_t *column, UINT8 *cache, texpatch_t
{
for (; dest < cache + position + count; source++, dest++, is_opaque++)
{
if (originPatch->alpha <= ASTTextureBlendingThreshold[1] && !(*is_opaque))
continue;
*dest = ASTBlendPaletteIndexes(*dest, *source, originPatch->style, originPatch->alpha);
*is_opaque = true;
}
@ -237,6 +239,8 @@ static void R_DrawBlendFlippedColumnInCache(column_t *column, UINT8 *cache, texp
{
for (; dest < cache + position + count; --source, dest++, is_opaque++)
{
if (originPatch->alpha <= ASTTextureBlendingThreshold[1] && !(*is_opaque))
continue;
*dest = ASTBlendPaletteIndexes(*dest, *source, originPatch->style, originPatch->alpha);
*is_opaque = true;
}

View file

@ -495,6 +495,7 @@
<ClCompile Include="..\hardware\hw_md2load.c" />
<ClCompile Include="..\hardware\hw_md3load.c" />
<ClCompile Include="..\hardware\hw_model.c" />
<ClCompile Include="..\hardware\hw_shaders.c" />
<ClCompile Include="..\hardware\r_opengl\r_opengl.c" />
<ClCompile Include="..\lua_colorlib.c" />
<ClCompile Include="..\r_bbox.c" />

View file

@ -751,6 +751,12 @@
<ClCompile Include="..\hardware\hw_model.c">
<Filter>Hw_Hardware</Filter>
</ClCompile>
<ClCompile Include="..\hardware\hw_shaders.c">
<Filter>Hw_Hardware</Filter>
</ClCompile>
<ClCompile Include="..\hardware\u_list.c">
<Filter>Hw_Hardware</Filter>
</ClCompile>
<ClCompile Include="..\filesrch.c">
<Filter>I_Interface</Filter>
</ClCompile>

View file

@ -74,7 +74,7 @@ void *hwSym(const char *funcName,void *handle)
{
void *funcPointer = NULL;
#ifdef HWRENDER
if (0 == strcmp("SetPalette", funcName))
if (0 == strcmp("SetTexturePalette", funcName))
funcPointer = &OglSdlSetPalette;
GETFUNC(Init);
@ -87,7 +87,7 @@ void *hwSym(const char *funcName,void *handle)
GETFUNC(SetTexture);
GETFUNC(UpdateTexture);
GETFUNC(DeleteTexture);
GETFUNC(ReadRect);
GETFUNC(ReadScreenTexture);
GETFUNC(GClipRect);
GETFUNC(ClearMipMapCache);
GETFUNC(SetSpecialState);
@ -97,21 +97,23 @@ void *hwSym(const char *funcName,void *handle)
GETFUNC(SetTransform);
GETFUNC(PostImgRedraw);
GETFUNC(FlushScreenTextures);
GETFUNC(StartScreenWipe);
GETFUNC(EndScreenWipe);
GETFUNC(DoScreenWipe);
GETFUNC(DrawIntermissionBG);
GETFUNC(DrawScreenTexture);
GETFUNC(MakeScreenTexture);
GETFUNC(MakeScreenFinalTexture);
GETFUNC(DrawScreenFinalTexture);
GETFUNC(CompileShaders);
GETFUNC(CleanShaders);
GETFUNC(InitShaders);
GETFUNC(LoadShader);
GETFUNC(CompileShader);
GETFUNC(SetShader);
GETFUNC(UnSetShader);
GETFUNC(SetShaderInfo);
GETFUNC(LoadCustomShader);
GETFUNC(SetPaletteLookup);
GETFUNC(CreateLightTable);
GETFUNC(ClearLightTables);
GETFUNC(SetScreenPalette);
#else //HWRENDER
if (0 == strcmp("FinishUpdate", funcName))

View file

@ -1295,6 +1295,14 @@ void I_FinishUpdate(void)
#ifdef HWRENDER
else if (rendermode == render_opengl)
{
// Final postprocess step of palette rendering, after everything else has been drawn.
if (HWR_ShouldUsePaletteRendering())
{
HWD.pfnMakeScreenTexture(HWD_SCREENTEXTURE_GENERIC2);
HWD.pfnSetShader(HWR_GetShaderFromTarget(SHADER_PALETTE_POSTPROCESS));
HWD.pfnDrawScreenTexture(HWD_SCREENTEXTURE_GENERIC2, NULL, 0);
HWD.pfnUnSetShader();
}
OglSdlFinishUpdate(cv_vidwait.value);
}
#endif
@ -1865,32 +1873,34 @@ void VID_StartupOpenGL(void)
HWD.pfnSetTexture = hwSym("SetTexture",NULL);
HWD.pfnUpdateTexture = hwSym("UpdateTexture",NULL);
HWD.pfnDeleteTexture = hwSym("DeleteTexture",NULL);
HWD.pfnReadRect = hwSym("ReadRect",NULL);
HWD.pfnReadScreenTexture= hwSym("ReadScreenTexture",NULL);
HWD.pfnGClipRect = hwSym("GClipRect",NULL);
HWD.pfnClearMipMapCache = hwSym("ClearMipMapCache",NULL);
HWD.pfnSetSpecialState = hwSym("SetSpecialState",NULL);
HWD.pfnSetPalette = hwSym("SetPalette",NULL);
HWD.pfnSetTexturePalette= hwSym("SetTexturePalette",NULL);
HWD.pfnGetTextureUsed = hwSym("GetTextureUsed",NULL);
HWD.pfnDrawModel = hwSym("DrawModel",NULL);
HWD.pfnCreateModelVBOs = hwSym("CreateModelVBOs",NULL);
HWD.pfnSetTransform = hwSym("SetTransform",NULL);
HWD.pfnPostImgRedraw = hwSym("PostImgRedraw",NULL);
HWD.pfnFlushScreenTextures=hwSym("FlushScreenTextures",NULL);
HWD.pfnStartScreenWipe = hwSym("StartScreenWipe",NULL);
HWD.pfnEndScreenWipe = hwSym("EndScreenWipe",NULL);
HWD.pfnDoScreenWipe = hwSym("DoScreenWipe",NULL);
HWD.pfnDrawIntermissionBG=hwSym("DrawIntermissionBG",NULL);
HWD.pfnDrawScreenTexture= hwSym("DrawScreenTexture",NULL);
HWD.pfnMakeScreenTexture= hwSym("MakeScreenTexture",NULL);
HWD.pfnMakeScreenFinalTexture=hwSym("MakeScreenFinalTexture",NULL);
HWD.pfnDrawScreenFinalTexture=hwSym("DrawScreenFinalTexture",NULL);
HWD.pfnCompileShaders = hwSym("CompileShaders",NULL);
HWD.pfnCleanShaders = hwSym("CleanShaders",NULL);
HWD.pfnInitShaders = hwSym("InitShaders",NULL);
HWD.pfnLoadShader = hwSym("LoadShader",NULL);
HWD.pfnCompileShader = hwSym("CompileShader",NULL);
HWD.pfnSetShader = hwSym("SetShader",NULL);
HWD.pfnUnSetShader = hwSym("UnSetShader",NULL);
HWD.pfnSetShaderInfo = hwSym("SetShaderInfo",NULL);
HWD.pfnLoadCustomShader = hwSym("LoadCustomShader",NULL);
HWD.pfnSetPaletteLookup = hwSym("SetPaletteLookup",NULL);
HWD.pfnCreateLightTable = hwSym("CreateLightTable",NULL);
HWD.pfnClearLightTables = hwSym("ClearLightTables",NULL);
HWD.pfnSetScreenPalette = hwSym("SetScreenPalette",NULL);
vid.glstate = HWD.pfnInit() ? VID_GL_LIBRARY_LOADED : VID_GL_LIBRARY_ERROR; // let load the OpenGL library

View file

@ -232,7 +232,9 @@ void OglSdlFinishUpdate(boolean waitvbl)
// Sryder: We need to draw the final screen texture again into the other buffer in the original position so that
// effects that want to take the old screen can do so after this
HWR_DrawScreenFinalTexture(realwidth, realheight);
// Generic2 has the screen image without palette rendering brightness adjustments.
// Using that here will prevent brightness adjustments being applied twice.
DrawScreenTexture(HWD_SCREENTEXTURE_GENERIC2, NULL, 0);
}
EXPORT void HWRAPI(OglSdlSetPalette) (RGBA_t *palette)

View file

@ -227,8 +227,8 @@ void ST_doPaletteStuff(void)
palette = 0;
#ifdef HWRENDER
if (rendermode == render_opengl)
palette = 0; // No flashpals here in OpenGL
if (rendermode == render_opengl && !HWR_ShouldUsePaletteRendering())
palette = 0; // Don't set the palette to a flashpal in OpenGL's truecolor mode
#endif
if (palette != st_palette)
@ -2889,7 +2889,7 @@ void ST_Drawer(void)
//25/08/99: Hurdler: palette changes is done for all players,
// not only player1! That's why this part
// of code is moved somewhere else.
if (rendermode == render_soft)
if (rendermode == render_soft || HWR_ShouldUsePaletteRendering())
#endif
if (rendermode != render_none) ST_doPaletteStuff();

View file

@ -821,10 +821,7 @@ static void W_ReadFileShaders(wadfile_t *wadfile)
{
#ifdef HWRENDER
if (rendermode == render_opengl && (vid.glstate == VID_GL_LIBRARY_LOADED))
{
HWR_LoadCustomShadersFromFile(numwadfiles - 1, W_FileHasFolders(wadfile));
HWR_CompileShaders();
}
#else
(void)wadfile;
#endif