removed all GL 2.x code.

After thinking about it for a day or so I believe it's the best option to remove all compatibility code because it's a major obstacle for a transition to a core profile.
This commit is contained in:
Christoph Oelckers 2014-06-21 15:50:32 +02:00
parent d5dceb6874
commit 2925c96b59
24 changed files with 339 additions and 838 deletions

View File

@ -356,14 +356,6 @@ void InitGLRMapinfoData()
glset.map_notexturefill = opt->notexturefill;
glset.skyrotatevector = opt->skyrotatevector;
glset.skyrotatevector2 = opt->skyrotatevector2;
if (!gl.hasGLSL())
{
// light modes 2 and 8 require shaders
if (glset.map_lightmode == 2 || glset.map_lightmode == 8)
{
glset.map_lightmode = 3;
}
}
}
else
{

View File

@ -72,11 +72,7 @@ CUSTOM_CVAR (Bool, gl_dynlight_shader, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG |
{
if (self)
{
if (!gl.hasGLSL())
{
self = false;
}
else if (gl.maxuniforms < 1024 && !(gl.flags & RFL_SHADER_STORAGE_BUFFER))
if (gl.maxuniforms < 1024 && !(gl.flags & RFL_SHADER_STORAGE_BUFFER))
{
self = false;
}

View File

@ -744,17 +744,9 @@ void gl_RenderModel(GLSprite * spr)
if(smf->flags & MDL_INHERITACTORPITCH) pitch += float(static_cast<double>(spr->actor->pitch >> 16) / (1 << 13) * 45 + static_cast<double>(spr->actor->pitch & 0x0000FFFF) / (1 << 29) * 45);
if(smf->flags & MDL_INHERITACTORROLL) roll += float(static_cast<double>(spr->actor->roll >> 16) / (1 << 13) * 45 + static_cast<double>(spr->actor->roll & 0x0000FFFF) / (1 << 29) * 45);
if (!gl.hasGLSL())
{
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
}
else
{
glActiveTexture(GL_TEXTURE7); // Hijack the otherwise unused seventh texture matrix for the model to world transformation.
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
}
// Model space => World space
glTranslatef(spr->x, spr->z, spr->y );
@ -786,7 +778,7 @@ void gl_RenderModel(GLSprite * spr)
glRotatef(smf->pitchoffset, 0, 0, 1);
glRotatef(-smf->rolloffset, 1, 0, 0);
if (gl.hasGLSL()) glActiveTexture(GL_TEXTURE0);
glActiveTexture(GL_TEXTURE0);
#if 0
if (gl_light_models)
@ -805,19 +797,11 @@ void gl_RenderModel(GLSprite * spr)
gl_RenderFrameModels( smf, spr->actor->state, spr->actor->tics, RUNTIME_TYPE(spr->actor), NULL, translation );
if (!gl.hasGLSL())
{
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}
else
{
glActiveTexture(GL_TEXTURE7);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glActiveTexture(GL_TEXTURE0);
glMatrixMode(GL_MODELVIEW);
}
glDepthFunc(GL_LESS);
if (!( spr->actor->RenderStyle == LegacyRenderStyles[STYLE_Normal] ))

View File

@ -109,7 +109,6 @@ CUSTOM_CVAR(Int,gl_fogmode,1,CVAR_ARCHIVE|CVAR_NOINITCALL)
{
if (self>2) self=2;
if (self<0) self=0;
if (self == 2 && !gl.hasGLSL()) self = 1;
}
CUSTOM_CVAR(Int, gl_lightmode, 3 ,CVAR_ARCHIVE|CVAR_NOINITCALL)
@ -117,7 +116,6 @@ CUSTOM_CVAR(Int, gl_lightmode, 3 ,CVAR_ARCHIVE|CVAR_NOINITCALL)
int newself = self;
if (newself > 4) newself=8; // use 8 for software lighting to avoid conflicts with the bit mask
if (newself < 0) newself=0;
if ((newself == 2 || newself == 8) && !gl.hasGLSL()) newself = 3;
if (self != newself) self = newself;
glset.lightmode = newself;
}

View File

@ -216,13 +216,9 @@ void FGLRenderer::FlushTextures()
bool FGLRenderer::StartOffscreen()
{
if (gl.flags & RFL_FRAMEBUFFER)
{
if (mFBID == 0) glGenFramebuffers(1, &mFBID);
glBindFramebuffer(GL_FRAMEBUFFER, mFBID);
return true;
}
return false;
}
//===========================================================================
@ -233,10 +229,7 @@ bool FGLRenderer::StartOffscreen()
void FGLRenderer::EndOffscreen()
{
if (gl.flags & RFL_FRAMEBUFFER)
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
}
//===========================================================================

View File

@ -94,22 +94,10 @@ void FRenderState::Reset()
//
//==========================================================================
int FRenderState::SetupShader(int &shaderindex, float warptime)
void FRenderState::SetupShader(int &shaderindex, float warptime)
{
int softwarewarp = 0;
if (gl.hasGLSL())
{
mEffectState = shaderindex;
if (shaderindex > 0) GLRenderer->mShaderManager->SetWarpSpeed(shaderindex, warptime);
}
else
{
softwarewarp = shaderindex > 0 && shaderindex < 3? shaderindex : 0;
shaderindex = 0;
}
return softwarewarp;
}
@ -121,9 +109,6 @@ int FRenderState::SetupShader(int &shaderindex, float warptime)
bool FRenderState::ApplyShader()
{
if (gl.hasGLSL())
{
FShader *activeShader;
if (mSpecialEffect > EFF_NONE)
{
@ -237,8 +222,6 @@ bool FRenderState::ApplyShader()
}
}
return true;
}
return false;
}
@ -248,7 +231,7 @@ bool FRenderState::ApplyShader()
//
//==========================================================================
void FRenderState::Apply(bool forcenoshader)
void FRenderState::Apply()
{
if (!gl_direct_state_change)
{
@ -283,78 +266,6 @@ void FRenderState::Apply(bool forcenoshader)
else mVertexBuffer->BindVBO();
mCurrentVertexBuffer = mVertexBuffer;
}
if (forcenoshader || !ApplyShader())
{
//if (mColor.vec[0] >= 0.f) glColor4fv(mColor.vec);
GLRenderer->mShaderManager->SetActiveShader(NULL);
if (mTextureMode != ffTextureMode)
{
gl_SetTextureMode((ffTextureMode = mTextureMode));
}
if (mTextureEnabled != ffTextureEnabled)
{
if ((ffTextureEnabled = mTextureEnabled)) glEnable(GL_TEXTURE_2D);
else glDisable(GL_TEXTURE_2D);
}
if (mFogEnabled != ffFogEnabled)
{
if ((ffFogEnabled = mFogEnabled))
{
glEnable(GL_FOG);
}
else glDisable(GL_FOG);
}
if (mFogEnabled)
{
if (ffFogColor != mFogColor)
{
ffFogColor = mFogColor;
GLfloat FogColor[4]={mFogColor.r/255.0f,mFogColor.g/255.0f,mFogColor.b/255.0f,0.0f};
glFogfv(GL_FOG_COLOR, FogColor);
}
if (ffFogDensity != mLightParms[2])
{
const float LOG2E = 1.442692f; // = 1/log(2)
glFogf(GL_FOG_DENSITY, -mLightParms[2] / LOG2E);
ffFogDensity = mLightParms[2];
}
}
if (mSpecialEffect != ffSpecialEffect)
{
switch (ffSpecialEffect)
{
case EFF_SPHEREMAP:
glDisable(GL_TEXTURE_GEN_T);
glDisable(GL_TEXTURE_GEN_S);
default:
break;
}
switch (mSpecialEffect)
{
case EFF_SPHEREMAP:
// Use sphere mapping for this
glEnable(GL_TEXTURE_GEN_T);
glEnable(GL_TEXTURE_GEN_S);
glTexGeni(GL_S,GL_TEXTURE_GEN_MODE,GL_SPHERE_MAP);
glTexGeni(GL_T,GL_TEXTURE_GEN_MODE,GL_SPHERE_MAP);
break;
default:
break;
}
ffSpecialEffect = mSpecialEffect;
}
// Now compose the final color for this...
float realcolor[4];
realcolor[0] = clamp<float>((mColor.vec[0] + mDynColor.r / 255.f), 0.f, 1.f) * (mObjectColor.r / 255.f);
realcolor[1] = clamp<float>((mColor.vec[1] + mDynColor.g / 255.f), 0.f, 1.f) * (mObjectColor.g / 255.f);
realcolor[2] = clamp<float>((mColor.vec[2] + mDynColor.b / 255.f), 0.f, 1.f) * (mObjectColor.b / 255.f);
realcolor[3] = mColor.vec[3] * (mObjectColor.a / 255.f);
glColor4fv(realcolor);
}
ApplyShader();
}

View File

@ -92,8 +92,8 @@ public:
void Reset();
int SetupShader(int &shaderindex, float warptime);
void Apply(bool forcenoshader = false);
void SetupShader(int &shaderindex, float warptime);
void Apply();
void SetVertexBuffer(FVertexBuffer *vb)
{

View File

@ -501,7 +501,7 @@ inline void GLFlat::PutFlat(bool fog)
else foggy = false;
list = list_indices[light][masked][foggy];
if (list == GLDL_LIGHT && gltexture->tex->gl_info.Brightmap && gl.hasGLSL()) list = GLDL_LIGHTBRIGHT;
if (list == GLDL_LIGHT && gltexture->tex->gl_info.Brightmap) list = GLDL_LIGHTBRIGHT;
gl_drawinfo->drawlists[list].AddFlat (this);
}

View File

@ -287,12 +287,10 @@ void FGLRenderer::SetProjection(float fov, float ratio, float fovratio)
void FGLRenderer::SetViewMatrix(bool mirror, bool planemirror)
{
if (gl.hasGLSL())
{
glActiveTexture(GL_TEXTURE7);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
}
glActiveTexture(GL_TEXTURE0);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
@ -725,69 +723,6 @@ void FGLRenderer::DrawBlend(sector_t * viewsector)
V_AddBlend(blendv.r / 255.f, blendv.g / 255.f, blendv.b / 255.f, blendv.a / 255.0f, blend);
}
}
else if (!gl.hasGLSL())
{
float r, g, b;
bool inverse = false;
const float BLACK_THRESH = 0.05f;
const float WHITE_THRESH = 0.95f;
// for various reasons (performance and keeping the lighting code clean)
// we no longer do colormapped textures on pre GL 3.0 hardware and instead do
// just a fullscreen overlay to emulate the inverse invulnerability effect or similar fullscreen blends.
if (gl_fixedcolormap >= (DWORD)CM_FIRSTSPECIALCOLORMAP && gl_fixedcolormap < (DWORD)CM_MAXCOLORMAP)
{
FSpecialColormap *scm = &SpecialColormaps[gl_fixedcolormap - CM_FIRSTSPECIALCOLORMAP];
if (scm->ColorizeEnd[0] < BLACK_THRESH && scm->ColorizeEnd[1] < BLACK_THRESH && scm->ColorizeEnd[2] < BLACK_THRESH)
{
r = scm->ColorizeStart[0];
g = scm->ColorizeStart[1];
b = scm->ColorizeStart[2];
inverse = true;
}
else
{
r = scm->ColorizeEnd[0];
g = scm->ColorizeEnd[1];
b = scm->ColorizeEnd[2];
}
}
else if (gl_enhanced_nightvision)
{
if (gl_fixedcolormap == CM_LITE)
{
r = 0.375f;
g = 1.0f;
b = 0.375f;
}
else if (gl_fixedcolormap >= CM_TORCH)
{
int flicker = gl_fixedcolormap - CM_TORCH;
r = (0.8f + (7 - flicker) / 70.0f);
if (r > 1.0f) r = 1.0f;
g = r;
b = g * 0.75f;
}
else r = g = b = 1.f;
}
else r = g = b = 1.f;
if (inverse)
{
gl_RenderState.BlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO);
gl_RenderState.ResetColor();
FillScreen();
}
if (r < WHITE_THRESH || g < WHITE_THRESH || b < WHITE_THRESH)
{
gl_RenderState.BlendFunc(GL_DST_COLOR, GL_ZERO);
gl_RenderState.SetColor(r, g, b, 1.0f);
FillScreen();
}
}
// This mostly duplicates the code in shared_sbar.cpp
// When I was writing this the original was called too late so that I
@ -1245,15 +1180,7 @@ void FGLInterface::RenderTextureView (FCanvasTexture *tex, AActor *Viewpoint, in
gl_fixedcolormap=CM_DEFAULT;
gl_RenderState.SetFixedColormap(CM_DEFAULT);
bool usefb;
if (gl.flags & RFL_FRAMEBUFFER)
{
usefb = gl_usefb || width > screen->GetWidth() || height > screen->GetHeight();
}
else usefb = false;
bool usefb = gl_usefb || width > screen->GetWidth() || height > screen->GetHeight();
if (!usefb)
{
glFlush();

View File

@ -232,8 +232,6 @@ void FSkyVertexBuffer::RenderDome(FMaterial *tex, int mode)
// The caps only get drawn for the main layer but not for the overlay.
if (mode == SKYMODE_MAINLAYER && tex != NULL)
{
// if there's no shader we cannot use the default color from the buffer because the object color is part of the preset vertex attribute.
if (!gl.hasGLSL()) glDisableClientState(GL_COLOR_ARRAY);
PalEntry pe = tex->tex->GetSkyCapColor(false);
gl_RenderState.SetObjectColor(pe);
gl_RenderState.EnableTexture(false);
@ -245,7 +243,6 @@ void FSkyVertexBuffer::RenderDome(FMaterial *tex, int mode)
gl_RenderState.Apply();
RenderRow(GL_TRIANGLE_FAN, rc);
gl_RenderState.EnableTexture(true);
if (!gl.hasGLSL()) glEnableClientState(GL_COLOR_ARRAY);
}
gl_RenderState.SetObjectColor(0xffffffff);
gl_RenderState.Apply();
@ -522,9 +519,7 @@ void GLSkyPortal::DrawContents()
gl_RenderState.EnableTexture(false);
gl_RenderState.SetObjectColor(FadeColor);
gl_RenderState.Apply();
if (!gl.hasGLSL()) glDisableClientState(GL_COLOR_ARRAY);
glDrawArrays(GL_TRIANGLES, 0, 12);
if (!gl.hasGLSL()) glEnableClientState(GL_COLOR_ARRAY);
gl_RenderState.EnableTexture(true);
}
gl_RenderState.SetVertexBuffer(GLRenderer->mVBO);

View File

@ -199,19 +199,10 @@ void GLSprite::Draw(int pass)
// non-black fog with subtractive style needs special treatment
if (!gl_isBlack(Colormap.FadeColor))
{
if (gl.hasGLSL() && !gl_nolayer)
{
// fog layer only works on modern hardware.
foglayer = true;
// Due to the two-layer approach we need to force an alpha test that lets everything pass
gl_RenderState.AlphaFunc(GL_GREATER, 0);
}
else
{
// this at least partially handles the fog issue
Colormap.FadeColor = Colormap.FadeColor.InverseColor();
}
}
}
else RenderStyle.BlendOp = STYLEOP_Fuzz; // subtractive with models is not going to work.
}
@ -668,7 +659,7 @@ void GLSprite::Process(AActor* thing,sector_t * sector)
// allow disabling of the fullbright flag by a brightmap definition
// (e.g. to do the gun flashes of Doom's zombies correctly.
fullbright = (thing->flags5 & MF5_BRIGHT) ||
((thing->renderflags & RF_FULLBRIGHT) && (!gl.hasGLSL() || !gltexture || !gltexture->tex->gl_info.bBrightmapDisablesFullbright));
((thing->renderflags & RF_FULLBRIGHT) && (!gltexture || !gltexture->tex->gl_info.bBrightmapDisablesFullbright));
lightlevel=fullbright? 255 :
gl_ClampLight(rendersector->GetTexture(sector_t::ceiling) == skyflatnum ?
@ -737,7 +728,7 @@ void GLSprite::Process(AActor* thing,sector_t * sector)
RenderStyle.CheckFuzz();
if (RenderStyle.BlendOp == STYLEOP_Fuzz)
{
if (gl.hasGLSL() && gl_fuzztype != 0)
if (gl_fuzztype != 0)
{
// Todo: implement shader selection here
RenderStyle = LegacyRenderStyles[STYLE_Translucent];

View File

@ -71,7 +71,7 @@
void GLWall::CheckGlowing()
{
bottomglowcolor[3] = topglowcolor[3] = 0;
if (!gl_isFullbright(Colormap.LightColor, lightlevel) && gl.hasGLSL())
if (!gl_isFullbright(Colormap.LightColor, lightlevel))
{
FTexture *tex = TexMan[topflat];
if (tex != NULL && tex->isGlowing())
@ -184,7 +184,7 @@ void GLWall::PutWall(bool translucent)
list = list_indices[light][masked][!!(flags&GLWF_FOGGY)];
if (list == GLDL_LIGHT)
{
if (gltexture->tex->gl_info.Brightmap && gl.hasGLSL()) list = GLDL_LIGHTBRIGHT;
if (gltexture->tex->gl_info.Brightmap) list = GLDL_LIGHTBRIGHT;
if (flags & GLWF_GLOW) list = GLDL_LIGHTBRIGHT;
}
gl_drawinfo->drawlists[list].AddWall(this);

View File

@ -290,9 +290,6 @@ void GLWall::RenderWall(int textured, ADynamicLight * light, unsigned int *store
void GLWall::RenderFogBoundary()
{
if (gl_fogmode && gl_fixedcolormap == 0)
{
// with shaders this can be done properly
if (gl.hasGLSL())
{
int rel = rellight + getExtraLight();
gl_SetFog(lightlevel, rel, &Colormap, false);
@ -302,50 +299,6 @@ void GLWall::RenderFogBoundary()
gl_RenderState.EnableAlphaTest(true);
gl_RenderState.SetEffect(EFF_NONE);
}
else
{
// If we use the fixed function pipeline (GL 2.x)
// some approximation is needed. This won't look as good
// as the shader version but it's an acceptable compromise.
float fogdensity=gl_GetFogDensity(lightlevel, Colormap.FadeColor);
float xcamera=FIXED2FLOAT(viewx);
float ycamera=FIXED2FLOAT(viewy);
float dist1=Dist2(xcamera,ycamera, glseg.x1,glseg.y1);
float dist2=Dist2(xcamera,ycamera, glseg.x2,glseg.y2);
// these values were determined by trial and error and are scale dependent!
float fogd1=(0.95f-exp(-fogdensity*dist1/62500.f)) * 1.05f;
float fogd2=(0.95f-exp(-fogdensity*dist2/62500.f)) * 1.05f;
float fc[4]={Colormap.FadeColor.r/255.0f,Colormap.FadeColor.g/255.0f,Colormap.FadeColor.b/255.0f,fogd2};
gl_RenderState.EnableTexture(false);
gl_RenderState.EnableFog(false);
gl_RenderState.AlphaFunc(GL_GREATER,0);
glDepthFunc(GL_LEQUAL);
gl_RenderState.SetColor(fc[0], fc[1], fc[2], fogd1);
// this case is special because it needs to change the color in the middle of the polygon so it cannot use the standard function
// This also needs no splits so it's relatively simple.
gl_RenderState.Apply();
glBegin(GL_TRIANGLE_FAN); // only used on GL 2.x!
glVertex3f(glseg.x1, zbottom[0], glseg.y1);
glVertex3f(glseg.x1, ztop[0], glseg.y1);
glColor4fv(fc);
glVertex3f(glseg.x2, ztop[1], glseg.y2);
glVertex3f(glseg.x2, zbottom[1], glseg.y2);
glEnd();
vertexcount += 4;
glDepthFunc(GL_LESS);
gl_RenderState.EnableFog(true);
gl_RenderState.AlphaFunc(GL_GEQUAL,0.5f);
gl_RenderState.EnableTexture(true);
}
}
}

View File

@ -208,7 +208,7 @@ void FGLRenderer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep)
{
bool disablefullbright = false;
FTextureID lump = gl_GetSpriteFrame(psp->sprite, psp->frame, 0, 0, NULL);
if (lump.isValid() && gl.hasGLSL())
if (lump.isValid())
{
FMaterial * tex=FMaterial::ValidateTexture(lump, false);
if (tex)
@ -316,7 +316,7 @@ void FGLRenderer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep)
vis.RenderStyle.CheckFuzz();
if (vis.RenderStyle.BlendOp == STYLEOP_Fuzz)
{
if (gl.hasGLSL() && gl_fuzztype != 0)
if (gl_fuzztype != 0)
{
// Todo: implement shader selection here
vis.RenderStyle = LegacyRenderStyles[STYLE_Translucent];

View File

@ -68,8 +68,6 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
static char buffer[10000];
FString error;
if (gl.hasGLSL())
{
int i_lump = Wads.CheckNumForFullName("shaders/glsl/shaderdefs.i");
if (i_lump == -1) I_Error("Unable to load 'shaders/glsl/shaderdefs.i'");
FMemLump i_data = Wads.ReadLump(i_lump);
@ -84,9 +82,9 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
//
// The following code uses GetChars on the strings to get rid of terminating 0 characters. Do not remove or the code may break!
//
//
// The following code uses GetChars on the strings to get rid of terminating 0 characters. Do not remove or the code may break!
//
FString vp_comb = "#version 130\n";
if (gl.glslversion >= 3.3f) vp_comb = "#version 330 compatibility\n"; // I can't shut up the deprecation warnings in GLSL 1.3 so if available use a version with compatibility profile.
@ -206,8 +204,6 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
glUseProgram(0);
return !!linked;
}
return false;
}
//==========================================================================
@ -218,12 +214,9 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
FShader::~FShader()
{
if (gl.hasGLSL())
{
glDeleteProgram(hShader);
glDeleteShader(hVertProg);
glDeleteShader(hFragProg);
}
}
@ -351,8 +344,6 @@ void FShaderManager::CompileShaders()
try
{
mActiveShader = mEffectShaders[0] = mEffectShaders[1] = NULL;
if (gl.hasGLSL())
{
for (int i = 0; defaultshaders[i].ShaderName != NULL; i++)
{
FShader *shc = Compile(defaultshaders[i].ShaderName, defaultshaders[i].gettexelfunc);
@ -379,7 +370,6 @@ void FShaderManager::CompileShaders()
else mEffectShaders[i] = eff;
}
}
}
catch (CRecoverableError &err)
{
// If shader compilation failed we can still run the fixed function mode so do that instead of aborting.
@ -398,8 +388,6 @@ void FShaderManager::CompileShaders()
void FShaderManager::Clean()
{
if (gl.hasGLSL())
{
glUseProgram(0);
mActiveShader = NULL;
@ -413,7 +401,6 @@ void FShaderManager::Clean()
mEffectShaders[i] = NULL;
}
mTextureEffects.Clear();
}
}
//==========================================================================
@ -444,7 +431,7 @@ int FShaderManager::Find(const char * shn)
void FShaderManager::SetActiveShader(FShader *sh)
{
if (gl.hasGLSL() && mActiveShader != sh)
if (mActiveShader != sh)
{
glUseProgram(sh!= NULL? sh->GetHandle() : 0);
mActiveShader = sh;

View File

@ -127,17 +127,13 @@ void gl_LoadExtensions()
else Printf("Emulating OpenGL v %s\n", version);
// Don't even start if it's lower than 1.3
if (strcmp(version, "2.0") < 0)
// Don't even start if it's lower than 3.0
if (strcmp(version, "3.0") < 0)
{
I_FatalError("Unsupported OpenGL version.\nAt least GL 2.0 is required to run " GAMENAME ".\n");
I_FatalError("Unsupported OpenGL version.\nAt least GL 3.0 is required to run " GAMENAME ".\n");
}
gl.version = strtod(version, NULL);
gl.glslversion = strtod((char*)glGetString(GL_SHADING_LANGUAGE_VERSION), NULL);
if (gl.version < 3.f) gl.glslversion = 0.f;
// This loads any function pointers and flags that require a vaild render context to
// initialize properly
gl.vendorstring=(char*)glGetString(GL_VENDOR);
@ -148,11 +144,6 @@ void gl_LoadExtensions()
glGetIntegerv(GL_MAX_TEXTURE_SIZE,&gl.max_texturesize);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
if (gl.version >= 3.f)
{
gl.flags|=RFL_FRAMEBUFFER;
}
}
//==========================================================================
@ -176,7 +167,7 @@ void gl_PrintStartupLog()
Printf ("Max. texture units: %d\n", v);
glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS, &v);
Printf ("Max. fragment uniforms: %d\n", v);
if (gl.hasGLSL()) gl.maxuniforms = v;
gl.maxuniforms = v;
glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS, &v);
Printf ("Max. vertex uniforms: %d\n", v);
glGetIntegerv(GL_MAX_VARYING_FLOATS, &v);

View File

@ -9,7 +9,6 @@ enum RenderFlags
RFL_TEXTURE_COMPRESSION=1,
RFL_TEXTURE_COMPRESSION_S3TC=2,
RFL_FRAMEBUFFER = 4,
RFL_BUFFER_STORAGE = 8,
RFL_SHADER_STORAGE_BUFFER = 16,
RFL_BASEINDEX = 32,
@ -36,16 +35,6 @@ struct RenderContext
{
return maxuniforms>=2048? 128:64;
}
bool hasGLSL() const
{
return glslversion >= 1.3f;
}
bool hasCompatibility() // will return false, once transition to a core profile is possible and a core profile is used.
{
return true;
}
};
extern RenderContext gl;

View File

@ -59,40 +59,4 @@ CUSTOM_CVAR (Float, vid_contrast, 1.f, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
// when they are actually valid.
void gl_SetupMenu()
{
if (!gl.hasGLSL())
{
// Radial fog and Doom lighting are not available in SM < 4 cards
// The way they are implemented does not work well on older hardware.
FOptionValues **opt = OptionValues.CheckKey("LightingModes");
if (opt != NULL)
{
for(int i = (*opt)->mValues.Size()-1; i>=0; i--)
{
// Delete 'Doom' lighting mode
if ((*opt)->mValues[i].Value == 2.0 || (*opt)->mValues[i].Value == 8.0)
{
(*opt)->mValues.Delete(i);
}
}
}
opt = OptionValues.CheckKey("FogMode");
if (opt != NULL)
{
for(int i = (*opt)->mValues.Size()-1; i>=0; i--)
{
// Delete 'Radial' fog mode
if ((*opt)->mValues[i].Value == 2.0)
{
(*opt)->mValues.Delete(i);
}
}
}
// disable features that don't work without shaders.
if (gl_lightmode == 2 || gl_lightmode == 8) gl_lightmode = 3;
if (gl_fogmode == 2) gl_fogmode = 1;
if (gl_dynlight_shader) gl_dynlight_shader = false;
}
}

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@ -505,52 +505,7 @@ bool OpenGLFrameBuffer::Wiper_Burn::Run(int ticks, OpenGLFrameBuffer *fb)
glVertex2i(fb->Width, fb->Height);
glEnd();
gl_RenderState.SetTextureMode(TM_MODULATE);
gl_RenderState.Apply(true);
glActiveTexture(GL_TEXTURE1);
glEnable(GL_TEXTURE_2D);
// mask out the alpha channel of the wipeendscreen.
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE1);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
glActiveTexture(GL_TEXTURE0);
// Burn the new screen on top of it.
fb->wipeendscreen->Bind(1);
//BurnTexture->Bind(0, CM_DEFAULT);
BurnTexture->CreateTexture(rgb_buffer, WIDTH, HEIGHT, false, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glBegin(GL_TRIANGLE_STRIP);
glMultiTexCoord2f(GL_TEXTURE0, 0, 0);
glMultiTexCoord2f(GL_TEXTURE1, 0, vb);
glVertex2i(0, 0);
glMultiTexCoord2f(GL_TEXTURE0, 0, 1);
glMultiTexCoord2f(GL_TEXTURE1, 0, 0);
glVertex2i(0, fb->Height);
glMultiTexCoord2f(GL_TEXTURE0, 1, 0);
glMultiTexCoord2f(GL_TEXTURE1, ur, vb);
glVertex2i(fb->Width, 0);
glMultiTexCoord2f(GL_TEXTURE0, 1, 1);
glMultiTexCoord2f(GL_TEXTURE1, ur, 0);
glVertex2i(fb->Width, fb->Height);
glEnd();
glActiveTexture(GL_TEXTURE1);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glDisable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE0);
// the old burn warp code is obsolete and has to be replaced.
// The fire may not always stabilize, so the wipe is forced to end
// after an arbitrary maximum time.

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@ -224,10 +224,6 @@ unsigned char *gl_CreateUpsampledTextureBuffer ( const FTexture *inputTexture, u
if ( inputTexture->bHasCanvas )
return inputBuffer;
// [BB] Don't upsample non-shader handled warped textures. Needs too much memory and time
if (inputTexture->bWarped && !gl.hasGLSL())
return inputBuffer;
switch (inputTexture->UseType)
{
case FTexture::TEX_Sprite:

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@ -54,7 +54,6 @@
extern TexFilter_s TexFilter[];
extern int TexFormat[];
EXTERN_CVAR(Bool, gl_clamp_per_texture)
//===========================================================================
@ -197,10 +196,6 @@ void FHardwareTexture::LoadImage(unsigned char * buffer,int w, int h, unsigned i
{
texformat = GL_R8;
}
else if (gl.version <= 3.0f || gl.hasCompatibility())
{
texformat = GL_ALPHA8;
}
else
{
texformat = GL_RGBA8;
@ -251,16 +246,17 @@ void FHardwareTexture::LoadImage(unsigned char * buffer,int w, int h, unsigned i
if (deletebuffer) free(buffer);
// When using separate samplers the stuff below is not needed.
// if (gl.flags & RFL_SAMPLER_OBJECTS) return;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapparam==GL_CLAMP? GL_CLAMP_TO_EDGE : GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapparam==GL_CLAMP? GL_CLAMP_TO_EDGE : GL_REPEAT);
if (alphatexture && gl.version >= 3.3f)
{
static const GLint swizzleMask[] = {GL_ONE, GL_ONE, GL_ONE, GL_RED};
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
// When using separate samplers the stuff below is not needed.
// if (gl.flags & RFL_SAMPLER_OBJECTS) return;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapparam==GL_CLAMP? GL_CLAMP_TO_EDGE : GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapparam==GL_CLAMP? GL_CLAMP_TO_EDGE : GL_REPEAT);
clampmode = wrapparam==GL_CLAMP? GLT_CLAMPX|GLT_CLAMPY : 0;
if (forcenofiltering)
@ -439,8 +435,6 @@ void FHardwareTexture::UnbindAll()
int FHardwareTexture::GetDepthBuffer()
{
if (gl.flags & RFL_FRAMEBUFFER)
{
if (glDepthID == 0)
{
glGenRenderbuffers(1, &glDepthID);
@ -450,8 +444,6 @@ int FHardwareTexture::GetDepthBuffer()
glBindRenderbuffer(GL_RENDERBUFFER, 0);
}
return glDepthID;
}
return 0;
}
@ -463,11 +455,8 @@ int FHardwareTexture::GetDepthBuffer()
void FHardwareTexture::BindToFrameBuffer()
{
if (gl.flags & RFL_FRAMEBUFFER)
{
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, glDefTexID, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, GetDepthBuffer());
}
}

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@ -85,7 +85,6 @@ FGLTexture::FGLTexture(FTexture * tx, bool expandpatches)
for(int i=0;i<5;i++) gltexture[i]=NULL;
HiresLump=-1;
hirestexture = NULL;
currentwarp = 0;
bHasColorkey = false;
bIsTransparent = -1;
bExpand = expandpatches;
@ -186,84 +185,6 @@ void FGLTexture::Clean(bool all)
}
}
//===========================================================================
//
// FGLTex::WarpBuffer
//
//===========================================================================
BYTE *FGLTexture::WarpBuffer(BYTE *buffer, int Width, int Height, int warp)
{
if (Width > 256 || Height > 256) return buffer;
DWORD *in = (DWORD*)buffer;
DWORD *out = (DWORD*)new BYTE[4*Width*Height];
float Speed = static_cast<FWarpTexture*>(tex)->GetSpeed();
static_cast<FWarpTexture*>(tex)->GenTime = r_FrameTime;
static DWORD linebuffer[256]; // anything larger will bring down performance so it is excluded above.
DWORD timebase = DWORD(r_FrameTime*Speed*23/28);
int xsize = Width;
int ysize = Height;
int xmask = xsize - 1;
int ymask = ysize - 1;
int ds_xbits;
int i,x;
if (warp == 1)
{
for(ds_xbits=-1,i=Width; i; i>>=1, ds_xbits++);
for (x = xsize-1; x >= 0; x--)
{
int yt, yf = (finesine[(timebase+(x+17)*128)&FINEMASK]>>13) & ymask;
const DWORD *source = in + x;
DWORD *dest = out + x;
for (yt = ysize; yt; yt--, yf = (yf+1)&ymask, dest += xsize)
{
*dest = *(source+(yf<<ds_xbits));
}
}
timebase = DWORD(r_FrameTime*Speed*32/28);
int y;
for (y = ysize-1; y >= 0; y--)
{
int xt, xf = (finesine[(timebase+y*128)&FINEMASK]>>13) & xmask;
DWORD *source = out + (y<<ds_xbits);
DWORD *dest = linebuffer;
for (xt = xsize; xt; xt--, xf = (xf+1)&xmask)
{
*dest++ = *(source+xf);
}
memcpy (out+y*xsize, linebuffer, xsize*sizeof(DWORD));
}
}
else
{
int ybits;
for(ybits=-1,i=ysize; i; i>>=1, ybits++);
DWORD timebase = (r_FrameTime * Speed * 40 / 28);
for (x = xsize-1; x >= 0; x--)
{
for (int y = ysize-1; y >= 0; y--)
{
int xt = (x + 128
+ ((finesine[(y*128 + timebase*5 + 900) & 8191]*2)>>FRACBITS)
+ ((finesine[(x*256 + timebase*4 + 300) & 8191]*2)>>FRACBITS)) & xmask;
int yt = (y + 128
+ ((finesine[(y*128 + timebase*3 + 700) & 8191]*2)>>FRACBITS)
+ ((finesine[(x*256 + timebase*4 + 1200) & 8191]*2)>>FRACBITS)) & ymask;
const DWORD *source = in + (xt << ybits) + yt;
DWORD *dest = out + (x << ybits) + y;
*dest = *source;
}
}
}
delete [] buffer;
return (BYTE*)out;
}
//===========================================================================
//
@ -271,7 +192,7 @@ BYTE *FGLTexture::WarpBuffer(BYTE *buffer, int Width, int Height, int warp)
//
//===========================================================================
unsigned char * FGLTexture::CreateTexBuffer(int translation, int & w, int & h, bool expand, FTexture *hirescheck, int warp, bool alphatexture)
unsigned char * FGLTexture::CreateTexBuffer(int translation, int & w, int & h, bool expand, FTexture *hirescheck, bool alphatexture)
{
unsigned char * buffer;
int W, H;
@ -329,21 +250,9 @@ unsigned char * FGLTexture::CreateTexBuffer(int translation, int & w, int & h, b
bIsTransparent = 0;
}
if (warp != 0)
{
buffer = WarpBuffer(buffer, W, H, warp);
}
// [BB] The hqnx upsampling (not the scaleN one) destroys partial transparency, don't upsamle textures using it.
// Also don't upsample warped textures.
else //if (bIsTransparent != 1)
{
// [BB] Potentially upsample the buffer.
buffer = gl_CreateUpsampledTextureBuffer ( tex, buffer, W, H, w, h, bIsTransparent || alphatexture);
}
currentwarp = warp;
currentwarptime = gl_frameMS;
return buffer;
return gl_CreateUpsampledTextureBuffer ( tex, buffer, W, H, w, h, bIsTransparent || alphatexture);
}
@ -387,7 +296,7 @@ bool FGLTexture::CreatePatch()
//
//===========================================================================
const FHardwareTexture *FGLTexture::Bind(int texunit, int clampmode, int translation, FTexture *hirescheck, int warp)
const FHardwareTexture *FGLTexture::Bind(int texunit, int clampmode, int translation, FTexture *hirescheck)
{
int usebright = false;
@ -414,15 +323,8 @@ const FHardwareTexture *FGLTexture::Bind(int texunit, int clampmode, int transla
if (hwtex)
{
if ((warp != 0 || currentwarp != warp) && currentwarptime != gl_frameMS)
{
// must recreate the texture
Clean(true);
hwtex = CreateTexture(clampmode);
}
// Texture has become invalid - this is only for special textures, not the regular warping, which is handled above
else if ((warp == 0 && !tex->bHasCanvas && !tex->bWarped) && tex->CheckModified())
// Texture has become invalid
if ((!tex->bHasCanvas && !tex->bWarped) && tex->CheckModified())
{
Clean(true);
hwtex = CreateTexture(clampmode);
@ -439,7 +341,7 @@ const FHardwareTexture *FGLTexture::Bind(int texunit, int clampmode, int transla
if (!tex->bHasCanvas)
{
buffer = CreateTexBuffer(translation, w, h, false, hirescheck, warp);
buffer = CreateTexBuffer(translation, w, h, false, hirescheck);
tex->ProcessData(buffer, w, h, false);
}
if (!hwtex->CreateTexture(buffer, w, h, true, texunit, translation))
@ -464,7 +366,7 @@ const FHardwareTexture *FGLTexture::Bind(int texunit, int clampmode, int transla
// Binds a sprite to the renderer
//
//===========================================================================
const FHardwareTexture * FGLTexture::BindPatch(int texunit, int translation, int warp, bool alphatexture)
const FHardwareTexture * FGLTexture::BindPatch(int texunit, int translation, bool alphatexture)
{
bool usebright = false;
int transparm = translation;
@ -474,15 +376,8 @@ const FHardwareTexture * FGLTexture::BindPatch(int texunit, int translation, int
if (CreatePatch())
{
if (warp != 0 || currentwarp != warp)
{
// must recreate the texture
Clean(true);
CreatePatch();
}
// Texture has become invalid - this is only for special textures, not the regular warping, which is handled above
else if ((warp == 0 && !tex->bHasCanvas && !tex->bWarped) && tex->CheckModified())
if ((!tex->bHasCanvas && !tex->bWarped) && tex->CheckModified())
{
Clean(true);
CreatePatch();
@ -495,7 +390,7 @@ const FHardwareTexture * FGLTexture::BindPatch(int texunit, int translation, int
int w, h;
// Create this texture
unsigned char * buffer = CreateTexBuffer(translation, w, h, bExpand, NULL, warp, alphatexture);
unsigned char * buffer = CreateTexBuffer(translation, w, h, bExpand, NULL, alphatexture);
tex->ProcessData(buffer, w, h, true);
if (!glpatch->CreateTexture(buffer, w, h, false, texunit, translation, alphatexture))
{
@ -625,7 +520,7 @@ FMaterial::FMaterial(FTexture * tx, bool forceexpand)
{
expanded = false;
}
else if (gl.hasGLSL())
else
{
if (tx->gl_info.shaderindex >= FIRST_USER_SHADER)
{
@ -671,7 +566,7 @@ FMaterial::FMaterial(FTexture * tx, bool forceexpand)
tex = tx;
tx->gl_info.mExpanded = expanded;
FTexture *basetex = tx->GetRedirect(!gl.hasGLSL());
FTexture *basetex = tx->GetRedirect(false);
if (!expanded && !basetex->gl_info.mExpanded && basetex->UseType != FTexture::TEX_Sprite)
{
// check if the texture is just a simple redirect to a patch
@ -842,13 +737,13 @@ void FMaterial::Bind(int clampmode, int translation, int overrideshader)
int maxbound = 0;
bool allowhires = tex->xScale == FRACUNIT && tex->yScale == FRACUNIT;
int softwarewarp = gl_RenderState.SetupShader(shaderindex, tex->gl_info.shaderspeed);
gl_RenderState.SetupShader(shaderindex, tex->gl_info.shaderspeed);
if (tex->bHasCanvas || tex->bWarped) clampmode = 0;
else if (clampmode != -1) clampmode &= 3;
else clampmode = 4;
const FHardwareTexture *gltexture = mBaseLayer->Bind(0, clampmode, translation, allowhires? tex:NULL, softwarewarp);
const FHardwareTexture *gltexture = mBaseLayer->Bind(0, clampmode, translation, allowhires? tex:NULL);
if (gltexture != NULL && shaderindex > 0 && overrideshader == 0)
{
for(unsigned i=0;i<mTextureLayers.Size();i++)
@ -864,7 +759,7 @@ void FMaterial::Bind(int clampmode, int translation, int overrideshader)
{
layer = mTextureLayers[i].texture;
}
layer->gl_info.SystemTexture->Bind(i+1, clampmode, 0, NULL, false);
layer->gl_info.SystemTexture->Bind(i+1, clampmode, 0, NULL);
maxbound = i+1;
}
}
@ -889,13 +784,13 @@ void FMaterial::BindPatch(int translation, int overrideshader, bool alphatexture
int shaderindex = overrideshader > 0? overrideshader : mShaderIndex;
int maxbound = 0;
int softwarewarp = gl_RenderState.SetupShader(shaderindex, tex->gl_info.shaderspeed);
gl_RenderState.SetupShader(shaderindex, tex->gl_info.shaderspeed);
const FHardwareTexture *glpatch = mBaseLayer->BindPatch(0, translation, softwarewarp, alphatexture);
const FHardwareTexture *glpatch = mBaseLayer->BindPatch(0, translation, alphatexture);
// The only multitexture effect usable on sprites is the brightmap.
if (glpatch != NULL && shaderindex == 3)
{
mTextureLayers[0].texture->gl_info.SystemTexture->BindPatch(1, 0, 0, false);
mTextureLayers[0].texture->gl_info.SystemTexture->BindPatch(1, 0, false);
maxbound = 1;
}
// unbind everything from the last texture that's still active
@ -1013,7 +908,7 @@ void FMaterial::BindToFrameBuffer()
if (mBaseLayer->gltexture[0] == NULL)
{
// must create the hardware texture first
mBaseLayer->Bind(0, 0, 0, NULL, 0);
mBaseLayer->Bind(0, 0, 0, NULL);
FHardwareTexture::Unbind(0);
}
mBaseLayer->gltexture[0]->BindToFrameBuffer();

View File

@ -61,28 +61,24 @@ private:
FHardwareTexture *gltexture[5];
FHardwareTexture *glpatch;
int currentwarp;
int currentwarptime;
bool bHasColorkey; // only for hires
bool bExpand;
float AlphaThreshold;
unsigned char * LoadHiresTexture(FTexture *hirescheck, int *width, int *height, bool alphatexture);
BYTE *WarpBuffer(BYTE *buffer, int Width, int Height, int warp);
FHardwareTexture *CreateTexture(int clampmode);
//bool CreateTexture();
bool CreatePatch();
const FHardwareTexture *Bind(int texunit, int clamp, int translation, FTexture *hirescheck, int warp);
const FHardwareTexture *BindPatch(int texunit, int translation, int warp, bool alphatexture);
const FHardwareTexture *Bind(int texunit, int clamp, int translation, FTexture *hirescheck);
const FHardwareTexture *BindPatch(int texunit, int translation, bool alphatexture);
public:
FGLTexture(FTexture * tx, bool expandpatches);
~FGLTexture();
unsigned char * CreateTexBuffer(int translation, int & w, int & h, bool expand, FTexture *hirescheck, int warp, bool alphatexture = false);
unsigned char * CreateTexBuffer(int translation, int & w, int & h, bool expand, FTexture *hirescheck, bool alphatexture = false);
void Clean(bool all);
int Dump(int i);

View File

@ -94,7 +94,6 @@ CUSTOM_CVAR(Bool, gl_texture_usehires, true, CVAR_ARCHIVE|CVAR_NOINITCALL)
}
CVAR(Bool, gl_precache, false, CVAR_ARCHIVE)
CVAR(Bool, gl_clamp_per_texture, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR(Bool, gl_trimsprites, true, CVAR_ARCHIVE);