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https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-24 21:21:04 +00:00
- added handling for drawing with uniform vertices. It draws something but in the wrong place. Right now I have no idea what's happening...
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parent
7ba5acfb35
commit
250be72939
6 changed files with 32 additions and 25 deletions
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@ -137,9 +137,9 @@ void FSimpleVertexBuffer::set(FSimpleVertex *verts, int count)
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//==========================================================================
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FFlatVertexBuffer::FFlatVertexBuffer(int width, int height)
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: FVertexBuffer(gl.buffermethod == BM_PERSISTENT)
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: FVertexBuffer(gl.buffermethod != BM_CLIENTARRAY)
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{
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if (gl.buffermethod == BM_PERSISTENT)
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if (gl.buffermethod != BM_CLIENTARRAY)
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{
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unsigned int bytesize = BUFFER_SIZE * sizeof(FFlatVertex);
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glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
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@ -157,10 +157,10 @@ FFlatVertexBuffer::FFlatVertexBuffer(int width, int height)
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vbo_shadowdata.Resize(mNumReserved);
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// the first quad is reserved for handling coordinates through uniforms.
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vbo_shadowdata[0].Set(1, 0, 0, 0, 0);
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vbo_shadowdata[1].Set(2, 0, 0, 0, 0);
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vbo_shadowdata[2].Set(3, 0, 0, 0, 0);
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vbo_shadowdata[3].Set(4, 0, 0, 0, 0);
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vbo_shadowdata[0].Set(0, 0, 0, 0, 0);
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vbo_shadowdata[1].Set(1, 0, 0, 0, 0);
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vbo_shadowdata[2].Set(2, 0, 0, 0, 0);
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vbo_shadowdata[3].Set(3, 0, 0, 0, 0);
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// and the second one for the fullscreen quad used for blend overlays.
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vbo_shadowdata[4].Set(0, 0, 0, 0, 0);
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@ -14,7 +14,7 @@ public:
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FQuadDrawer()
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{
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if (gl.flags & RFL_QUADHACK)
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if (gl.buffermethod == BM_DEFERRED)
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{
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p = buffer;
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}
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@ -29,7 +29,7 @@ public:
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}
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void Render(int type)
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{
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if (gl.flags & RFL_QUADHACK)
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if (gl.buffermethod == BM_DEFERRED)
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{
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DoRender(type);
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}
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@ -125,6 +125,10 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
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vp_comb = "#version 400 core\n#extension GL_ARB_shader_storage_buffer_object : require\n#define SHADER_STORAGE_LIGHTS\n";
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}
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}
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//if (gl.buffermethod == BM_DEFERRED)
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{
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vp_comb << "#define USE_QUAD_DRAWER\n";
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}
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vp_comb << defines << i_data.GetString().GetChars();
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FString fp_comb = vp_comb;
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@ -276,6 +280,7 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
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}
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glUseProgram(hShader);
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if (quadmode_index > 0) glUniform1i(quadmode_index, 0);
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// set up other texture units (if needed by the shader)
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for (int i = 2; i<16; i++)
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@ -156,7 +156,15 @@ void gl_LoadExtensions()
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gl.version = strtod(version, NULL) + 0.01f;
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// Don't even start if it's lower than 3.0
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bool iscore = false;
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if (gl.version >= 3.2)
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{
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int v;
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glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &v);
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iscore = !!(v & GL_CONTEXT_CORE_PROFILE_BIT);
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}
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// Don't even start if it's lower than 2.0 or no framebuffers are available
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if ((gl.version < 2.0 || !CheckExtension("GL_EXT_framebuffer_object")) && gl.version < 3.0)
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{
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I_FatalError("Unsupported OpenGL version.\nAt least OpenGL 2.0 with framebuffer support is required to run " GAMENAME ".\n");
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@ -178,10 +186,10 @@ void gl_LoadExtensions()
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if (gl.version > 3.0f && (gl.version >= 3.3f || CheckExtension("GL_ARB_uniform_buffer_object")))
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{
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gl.lightmethod = LM_DEFERRED;
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// Only Apple requires the core profile for GL 3.x+.
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// #ifdef __APPLE__
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// gl.buffermethod = BM_DEFERRED;
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// #endif
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if (iscore)
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{
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gl.buffermethod = BM_DEFERRED;
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}
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}
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if (CheckExtension("GL_ARB_texture_compression")) gl.flags |= RFL_TEXTURE_COMPRESSION;
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@ -256,7 +264,7 @@ void gl_LoadExtensions()
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lm = Args->CheckValue("-buffermethod");
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if (lm != NULL)
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{
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//if (!stricmp(lm, "deferred") && gl.buffermethod == BM_PERSISTENT) gl.buffermethod = BM_DEFERRED;
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if (!stricmp(lm, "deferred") && gl.buffermethod == BM_PERSISTENT) gl.buffermethod = BM_DEFERRED;
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if (!stricmp(lm, "clientarray")) gl.buffermethod = BM_CLIENTARRAY;
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}
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@ -25,8 +25,7 @@ enum RenderFlags
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RFL_NO_DEPTHSTENCIL = 64,
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RFL_NO_CLIP_PLANES = 128,
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RFL_INVALIDATE_BUFFER = 256,
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RFL_QUADHACK = 512
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RFL_INVALIDATE_BUFFER = 256
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};
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enum TexMode
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@ -15,6 +15,7 @@ void main()
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{
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vec2 parmTexCoord;
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vec4 parmPosition;
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#ifndef USE_QUAD_DRAWER
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parmTexCoord = aTexCoord;
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parmPosition = aPosition;
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@ -26,8 +27,8 @@ void main()
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}
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else
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{
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parmPosition = uQuadVertices[int(aPosition.x)].st;
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parmTexCoord = uQuadTexCoords[int(aPosition.x)];
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parmPosition = uQuadVertices[int(aPosition.x)];
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parmTexCoord = uQuadTexCoords[int(aPosition.x)].st;
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}
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#endif
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@ -68,12 +69,6 @@ void main()
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gl_Position = ProjectionMatrix * eyeCoordPos;
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#if defined __GLSL_CG_DATA_TYPES && defined GLSL12_COMPATIBILE
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gl_ClipVertex = eyeCoordPos;
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#endif
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if (uClipHeightDirection != 0.0) // clip planes used for reflective flats
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{
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gl_ClipDistance[0] = (worldcoord.y - uClipHeight) * uClipHeightDirection;
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