Rename ColorAdd to AddColor, and use it ingame

Rename ColorAdd to AddColor
Add AddColor to FRenderState
Tweak SpecialColors array in ZScript to include the additive color
Add uAddColor to the shader compiler
Add uAddColor to the texel

# Conflicts:
#	src/gl/shaders/gl_shader.cpp
#	src/hwrenderer/scene/hw_flats.cpp
#	src/hwrenderer/scene/hw_renderstate.h
#	src/hwrenderer/utility/hw_draw2d.cpp

# Conflicts:
#	src/gl/scene/gl_flats.cpp
#	src/hwrenderer/scene/hw_flats.cpp
This commit is contained in:
Kevin Caccamo 2018-12-19 02:51:30 -05:00 committed by drfrag
parent 8dd306a081
commit 575b660b20
9 changed files with 23 additions and 4 deletions

View file

@ -81,6 +81,7 @@ void FRenderState::Reset()
mBlendEquation = GL_FUNC_ADD;
mModelMatrixEnabled = false;
mTextureMatrixEnabled = false;
mAddColor = 0;
mObjectColor = 0xffffffff;
mObjectColor2 = 0;
mVertexBuffer = mCurrentVertexBuffer = NULL;
@ -188,6 +189,7 @@ bool FRenderState::ApplyShader()
activeShader->muClipSplit.Set(mClipSplit);
activeShader->muViewHeight.Set(viewheight);
activeShader->muSpecularMaterial.Set(mGlossiness, mSpecularLevel);
activeShader->muAddColor.Set(mAddColor); // Can this be done without a shader?
if (mGlowEnabled)
{

View file

@ -100,13 +100,14 @@ class FRenderState
FVertexBuffer *mVertexBuffer, *mCurrentVertexBuffer;
FStateVec4 mNormal;
FStateVec4 mColor, mColorAdd;
FStateVec4 mColor;
FStateVec4 mCameraPos;
FStateVec4 mGlowTop, mGlowBottom;
FStateVec4 mGlowTopPlane, mGlowBottomPlane;
FStateVec4 mGradientTopPlane, mGradientBottomPlane;
FStateVec4 mSplitTopPlane, mSplitBottomPlane;
FStateVec4 mClipLine;
PalEntry mAddColor;
PalEntry mFogColor;
PalEntry mObjectColor;
PalEntry mObjectColor2;
@ -407,6 +408,11 @@ public:
mObjectColor2 = pe;
}
void SetAddColor(PalEntry pe)
{
mAddColor = pe;
}
void SetSpecular(float glossiness, float specularLevel)
{
mGlossiness = glossiness;

View file

@ -380,6 +380,7 @@ void GLFlat::Draw(int pass, bool trans) // trans only has meaning for GLPASS_LIG
case GLPASS_ALL: // Same, but also creates the dynlight data.
mDrawer->SetColor(lightlevel, rel, Colormap,1.0f);
mDrawer->SetFog(lightlevel, rel, &Colormap, false);
gl_RenderState.SetAddColor(flat->AddColor | 0xff000000);
if (!gltexture->tex->isFullbright())
gl_RenderState.SetObjectColor(FlatColor | 0xff000000);
if (sector->special != GLSector_Skybox)
@ -443,6 +444,7 @@ void GLFlat::Draw(int pass, bool trans) // trans only has meaning for GLPASS_LIG
gl_RenderState.EnableTextureMatrix(false);
break;
}
gl_RenderState.SetAddColor(0);
}
@ -557,14 +559,15 @@ void GLFlat::SetFrom3DFloor(F3DFloor *rover, bool top, bool underside)
{
Colormap.LightColor = light->extra_colormap.FadeColor;
FlatColor = 0xffffffff;
AddColor = 0;
}
else
{
Colormap.CopyFrom3DLight(light);
FlatColor = *plane.flatcolor;
// AddColor = sector->SpecialColors[sector_t::add];
}
alpha = rover->alpha/255.0f;
renderstyle = rover->flags&FF_ADDITIVETRANS? STYLE_Add : STYLE_Translucent;
if (plane.model->VBOHeightcheck(plane.isceiling))
@ -620,6 +623,7 @@ void GLFlat::ProcessSector(sector_t * frontsector)
lightlevel = gl_ClampLight(frontsector->GetFloorLight());
Colormap = frontsector->Colormap;
FlatColor = frontsector->SpecialColors[sector_t::floor];
AddColor = frontsector->SpecialColors[sector_t::add];
port = frontsector->ValidatePortal(sector_t::floor);
if ((stack = (port != NULL)))
{
@ -680,6 +684,7 @@ void GLFlat::ProcessSector(sector_t * frontsector)
lightlevel = gl_ClampLight(frontsector->GetCeilingLight());
Colormap = frontsector->Colormap;
FlatColor = frontsector->SpecialColors[sector_t::ceiling];
AddColor = frontsector->SpecialColors[sector_t::add];
port = frontsector->ValidatePortal(sector_t::ceiling);
if ((stack = (port != NULL)))
{

View file

@ -311,6 +311,7 @@ public:
FColormap Colormap; // light and fog
PalEntry FlatColor;
PalEntry AddColor;
ERenderStyle renderstyle;
float alpha;

View file

@ -317,6 +317,7 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
i_data += "uniform vec4 uObjectColor;\n";
i_data += "uniform vec4 uObjectColor2;\n";
i_data += "uniform vec4 uDynLightColor;\n";
i_data += "uniform vec4 uAddColor;\n";
i_data += "uniform vec4 uFogColor;\n";
i_data += "uniform float uDesaturationFactor;\n";
i_data += "uniform float uInterpolationFactor;\n";
@ -666,6 +667,7 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
muShadowmapFilter.Init(hShader, "uShadowmapFilter");
muAlphaThreshold.Init(hShader, "uAlphaThreshold");
muSpecularMaterial.Init(hShader, "uSpecularMaterial");
muAddColor.Init(hShader, "uAddColor");
muViewHeight.Init(hShader, "uViewHeight");
muTimer.Init(hShader, "timer");

View file

@ -273,6 +273,7 @@ class FShader
FBufferedUniform4f muDynLightColor;
FBufferedUniformPE muObjectColor;
FBufferedUniformPE muObjectColor2;
FBufferedUniformPE muAddColor;
FUniform4f muGlowBottomColor;
FUniform4f muGlowTopColor;
FUniform4f muGlowBottomPlane;

View file

@ -301,7 +301,7 @@ FSerializer &Serialize(FSerializer &arc, const char *key, sector_t &p, sector_t
("linked_floor", p.e->Linked.Floor.Sectors)
("linked_ceiling", p.e->Linked.Ceiling.Sectors)
("colormap", p.Colormap, def->Colormap)
.Array("specialcolors", p.SpecialColors, def->SpecialColors, 5, true)
.Array("specialcolors", p.SpecialColors, def->SpecialColors, 6, true)
("gravity", p.gravity, def->gravity)
.Terrain("floorterrain", p.terrainnum[0], &def->terrainnum[0])
.Terrain("ceilingterrain", p.terrainnum[1], &def->terrainnum[1])

View file

@ -93,6 +93,8 @@ vec4 getTexel(vec2 st)
if (uObjectColor2.a == 0.0) texel *= uObjectColor;
else texel *= mix(uObjectColor, uObjectColor2, gradientdist.z);
texel += uAddColor;
return desaturate(texel);
}

View file

@ -235,7 +235,7 @@ struct Sector native play
{
native readonly FColormap ColorMap;
native readonly Color SpecialColors[5];
native readonly Color SpecialColors[6];
native Actor SoundTarget;