mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-10 14:51:46 +00:00
- changed rendering of glowing walls so that it doesn't require an additional vertex attribute, just pass the floor and ceiling planes as uniforms.
This commit is contained in:
parent
64d991b9b3
commit
b09405a8bd
9 changed files with 57 additions and 49 deletions
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@ -237,7 +237,18 @@ bool FRenderState::ApplyShader()
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{
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glUniform4fv(activeShader->glowtopcolor_index, 1, mGlowTop.vec);
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glUniform4fv(activeShader->glowbottomcolor_index, 1, mGlowBottom.vec);
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glUniform4fv(activeShader->glowtopplane_index, 1, mGlowTopPlane.vec);
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glUniform4fv(activeShader->glowbottomplane_index, 1, mGlowBottomPlane.vec);
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activeShader->currentglowstate = 1;
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}
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else if (activeShader->currentglowstate)
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{
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// if glowing is on, disable it.
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glUniform4f(activeShader->glowtopcolor_index, 0.f, 0.f, 0.f, 0.f);
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glUniform4f(activeShader->glowbottomcolor_index, 0.f, 0.f, 0.f, 0.f);
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activeShader->currentglowstate = 0;
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}
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if (mLightEnabled)
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{
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glUniform3iv(activeShader->lightrange_index, 1, mNumLights);
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@ -3,6 +3,7 @@
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#include <string.h>
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#include "c_cvars.h"
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#include "r_defs.h"
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EXTERN_CVAR(Bool, gl_direct_state_change)
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@ -105,6 +106,7 @@ class FRenderState
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FStateVec3 mCameraPos;
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FStateVec4 mGlowTop, mGlowBottom;
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FStateVec4 mGlowTopPlane, mGlowBottomPlane;
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PalEntry mFogColor;
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float mFogDensity;
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@ -184,7 +186,13 @@ public:
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mGlowBottom.Set(b[0], b[1], b[2], b[3]);
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}
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void SetDynLight(float r,float g, float b)
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void SetGlowPlanes(const secplane_t &top, const secplane_t &bottom)
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{
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mGlowTopPlane.Set(FIXED2FLOAT(top.a), FIXED2FLOAT(top.b), FIXED2FLOAT(top.ic), FIXED2FLOAT(top.d));
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mGlowBottomPlane.Set(FIXED2FLOAT(bottom.a), FIXED2FLOAT(bottom.b), FIXED2FLOAT(bottom.ic), FIXED2FLOAT(bottom.d));
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}
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void SetDynLight(float r, float g, float b)
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{
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mDynLight[0] = r;
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mDynLight[1] = g;
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@ -61,7 +61,7 @@ extern int vertexcount;
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//
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//==========================================================================
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void GLWall::SplitUpperEdge(texcoord * tcs, bool glow)
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void GLWall::SplitUpperEdge(texcoord * tcs)
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{
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if (seg == NULL || seg->sidedef == NULL || (seg->sidedef->Flags & WALLF_POLYOBJ) || seg->sidedef->numsegs == 1) return;
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@ -82,9 +82,6 @@ void GLWall::SplitUpperEdge(texcoord * tcs, bool glow)
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float fracfac = sidefrac - glseg.fracleft;
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if (glow) glVertexAttrib2f(VATTR_GLOWDISTANCE, zceil[0] - ztop[0] + (facc - fact) * fracfac,
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ztop[0] - zfloor[0] + (fact - facf) * fracfac);
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glTexCoord2f(tcs[1].u + facu * fracfac, tcs[1].v + facv * fracfac);
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glVertex3f(cseg->v2->fx, ztop[0] + fact * fracfac, cseg->v2->fy);
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}
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@ -97,7 +94,7 @@ void GLWall::SplitUpperEdge(texcoord * tcs, bool glow)
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//
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//==========================================================================
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void GLWall::SplitLowerEdge(texcoord * tcs, bool glow)
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void GLWall::SplitLowerEdge(texcoord * tcs)
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{
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if (seg == NULL || seg->sidedef == NULL || (seg->sidedef->Flags & WALLF_POLYOBJ) || seg->sidedef->numsegs == 1) return;
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@ -118,9 +115,6 @@ void GLWall::SplitLowerEdge(texcoord * tcs, bool glow)
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float fracfac = sidefrac - glseg.fracleft;
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if (glow) glVertexAttrib2f(VATTR_GLOWDISTANCE, zceil[0] - zbottom[0] + (facc - facb) * fracfac,
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zbottom[0] - zfloor[0] + (facb - facf) * fracfac);
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glTexCoord2f(tcs[0].u + facu * fracfac, tcs[0].v + facv * fracfac);
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glVertex3f(cseg->v2->fx, zbottom[0] + facb * fracfac, cseg->v2->fy);
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}
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@ -133,7 +127,7 @@ void GLWall::SplitLowerEdge(texcoord * tcs, bool glow)
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//
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//==========================================================================
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void GLWall::SplitLeftEdge(texcoord * tcs, bool glow)
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void GLWall::SplitLeftEdge(texcoord * tcs)
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{
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if (vertexes[0]==NULL) return;
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@ -150,7 +144,6 @@ void GLWall::SplitLeftEdge(texcoord * tcs, bool glow)
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while (i<vi->numheights && vi->heightlist[i] <= zbottom[0] ) i++;
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while (i<vi->numheights && vi->heightlist[i] < ztop[0])
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{
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if (glow) glVertexAttrib2f(VATTR_GLOWDISTANCE, zceil[0] - vi->heightlist[i], vi->heightlist[i] - zfloor[0]);
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glTexCoord2f(factu1*(vi->heightlist[i] - ztop[0]) + tcs[1].u,
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factv1*(vi->heightlist[i] - ztop[0]) + tcs[1].v);
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glVertex3f(glseg.x1, vi->heightlist[i], glseg.y1);
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@ -166,7 +159,7 @@ void GLWall::SplitLeftEdge(texcoord * tcs, bool glow)
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//
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//==========================================================================
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void GLWall::SplitRightEdge(texcoord * tcs, bool glow)
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void GLWall::SplitRightEdge(texcoord * tcs)
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{
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if (vertexes[1]==NULL) return;
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@ -183,7 +176,6 @@ void GLWall::SplitRightEdge(texcoord * tcs, bool glow)
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while (i>0 && vi->heightlist[i] >= ztop[1]) i--;
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while (i>0 && vi->heightlist[i] > zbottom[1])
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{
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if (glow) glVertexAttrib2f(VATTR_GLOWDISTANCE, zceil[1] - vi->heightlist[i], vi->heightlist[i] - zfloor[1]);
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glTexCoord2f(factu2 * (vi->heightlist[i] - ztop[1]) + tcs[2].u,
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factv2 * (vi->heightlist[i] - ztop[1]) + tcs[2].v);
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glVertex3f(glseg.x2, vi->heightlist[i], glseg.y2);
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@ -141,6 +141,7 @@ public:
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FTextureID topflat,bottomflat;
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secplane_t topplane, bottomplane; // we need to save these to pass them to the shader for calculating glows.
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// these are not the same as ytop and ybottom!!!
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float zceil[2];
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@ -158,8 +159,6 @@ private:
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void SetupLights();
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bool PrepareLight(texcoord * tcs, ADynamicLight * light);
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void RenderWall(int textured, float * color2, ADynamicLight * light=NULL);
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void RenderGlowingPoly(int textured, ADynamicLight * light=NULL);
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int Intersection(FloatRect * rc,GLWall * result);
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void FloodPlane(int pass);
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@ -211,10 +210,10 @@ private:
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void RenderMirrorSurface();
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void RenderTranslucentWall();
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void SplitLeftEdge(texcoord * tcs, bool glow);
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void SplitRightEdge(texcoord * tcs, bool glow);
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void SplitUpperEdge(texcoord * tcs, bool glow);
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void SplitLowerEdge(texcoord * tcs, bool glow);
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void SplitLeftEdge(texcoord * tcs);
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void SplitRightEdge(texcoord * tcs);
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void SplitUpperEdge(texcoord * tcs);
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void SplitLowerEdge(texcoord * tcs);
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public:
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@ -1539,6 +1539,8 @@ void GLWall::Process(seg_t *seg, sector_t * frontsector, sector_t * backsector)
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topflat=frontsector->GetTexture(sector_t::ceiling); // for glowing textures. These must be saved because
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bottomflat=frontsector->GetTexture(sector_t::floor); // the sector passed here might be a temporary copy.
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topplane = frontsector->ceilingplane;
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bottomplane = frontsector->floorplane;
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// Save a little time (up to 0.3 ms per frame ;) )
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if (frontsector->floorplane.a | frontsector->floorplane.b)
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@ -1775,6 +1777,8 @@ void GLWall::ProcessLowerMiniseg(seg_t *seg, sector_t * frontsector, sector_t *
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topflat = frontsector->GetTexture(sector_t::ceiling); // for glowing textures
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bottomflat = frontsector->GetTexture(sector_t::floor);
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topplane = frontsector->ceilingplane;
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bottomplane = frontsector->floorplane;
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zfloor[0] = zfloor[1] = FIXED2FLOAT(ffh);
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@ -223,7 +223,6 @@ void GLWall::SetupLights()
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void GLWall::RenderWall(int textured, float * color2, ADynamicLight * light)
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{
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texcoord tcs[4];
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bool glowing;
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bool split = (gl_seamless && !(textured&4) && seg->sidedef != NULL && !(seg->sidedef->Flags & WALLF_POLYOBJ));
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if (!light)
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@ -232,15 +231,18 @@ void GLWall::RenderWall(int textured, float * color2, ADynamicLight * light)
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tcs[1]=uplft;
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tcs[2]=uprgt;
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tcs[3]=lorgt;
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glowing = !!(flags&GLWF_GLOW) && (textured & 2);
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if (!!(flags&GLWF_GLOW) && (textured & 2))
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{
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gl_RenderState.SetGlowPlanes(topplane, bottomplane);
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gl_RenderState.SetGlowParams(topglowcolor, bottomglowcolor);
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}
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}
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else
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{
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if (!PrepareLight(tcs, light)) return;
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glowing = false;
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}
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if (glowing) gl_RenderState.SetGlowParams(topglowcolor, bottomglowcolor);
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gl_RenderState.Apply();
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@ -249,35 +251,31 @@ void GLWall::RenderWall(int textured, float * color2, ADynamicLight * light)
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glBegin(GL_TRIANGLE_FAN);
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// lower left corner
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if (glowing) glVertexAttrib2f(VATTR_GLOWDISTANCE, zceil[0] - zbottom[0], zbottom[0] - zfloor[0]);
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if (textured&1) glTexCoord2f(tcs[0].u,tcs[0].v);
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glVertex3f(glseg.x1,zbottom[0],glseg.y1);
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if (split && glseg.fracleft==0) SplitLeftEdge(tcs, glowing);
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if (split && glseg.fracleft==0) SplitLeftEdge(tcs);
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// upper left corner
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if (glowing) glVertexAttrib2f(VATTR_GLOWDISTANCE, zceil[0] - ztop[0], ztop[0] - zfloor[0]);
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if (textured&1) glTexCoord2f(tcs[1].u,tcs[1].v);
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glVertex3f(glseg.x1,ztop[0],glseg.y1);
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if (split && !(flags & GLWF_NOSPLITUPPER)) SplitUpperEdge(tcs, glowing);
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if (split && !(flags & GLWF_NOSPLITUPPER)) SplitUpperEdge(tcs);
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// color for right side
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if (color2) glColor4fv(color2);
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// upper right corner
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if (glowing) glVertexAttrib2f(VATTR_GLOWDISTANCE, zceil[1] - ztop[1], ztop[1] - zfloor[1]);
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if (textured&1) glTexCoord2f(tcs[2].u,tcs[2].v);
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glVertex3f(glseg.x2,ztop[1],glseg.y2);
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if (split && glseg.fracright==1) SplitRightEdge(tcs, glowing);
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if (split && glseg.fracright==1) SplitRightEdge(tcs);
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// lower right corner
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if (glowing) glVertexAttrib2f(VATTR_GLOWDISTANCE, zceil[1] - zbottom[1], zbottom[1] - zfloor[1]);
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if (textured&1) glTexCoord2f(tcs[3].u,tcs[3].v);
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glVertex3f(glseg.x2,zbottom[1],glseg.y2);
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if (split && !(flags & GLWF_NOSPLITLOWER)) SplitLowerEdge(tcs, glowing);
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if (split && !(flags & GLWF_NOSPLITLOWER)) SplitLowerEdge(tcs);
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glEnd();
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@ -141,7 +141,6 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
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glAttachShader(hShader, hVertProg);
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glAttachShader(hShader, hFragProg);
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glBindAttribLocation(hShader, VATTR_GLOWDISTANCE, "glowdistance");
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glBindAttribLocation(hShader, VATTR_FOGPARAMS, "fogparams");
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glBindAttribLocation(hShader, VATTR_LIGHTLEVEL, "lightlevel_in"); // Korshun.
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@ -185,6 +184,8 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
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glowbottomcolor_index = glGetUniformLocation(hShader, "bottomglowcolor");
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glowtopcolor_index = glGetUniformLocation(hShader, "topglowcolor");
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glowbottomplane_index = glGetUniformLocation(hShader, "glowbottomplane");
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glowtopplane_index = glGetUniformLocation(hShader, "glowtopplane");
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glUseProgram(hShader);
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@ -7,7 +7,6 @@
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extern bool gl_shaderactive;
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const int VATTR_GLOWDISTANCE = 15;
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const int VATTR_FOGPARAMS = 14;
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const int VATTR_LIGHTLEVEL = 13; // Korshun.
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@ -37,10 +36,12 @@ class FShader
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int fogcolor_index;
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int lights_index;
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int dlightcolor_index;
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int glowbottomcolor_index;
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int glowtopcolor_index;
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int glowbottomplane_index;
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int glowtopplane_index;
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int currentglowstate;
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int currentfogenabled;
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int currenttexturemode;
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float currentlightfactor;
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@ -55,7 +56,7 @@ public:
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FShader()
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{
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hShader = hVertProg = hFragProg = 0;
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currentfogenabled = currenttexturemode = 0;
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currentglowstate = currentfogenabled = currenttexturemode = 0;
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currentlightfactor = currentlightdist = 0.0f;
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currentfogdensity = -1;
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currentfogcolor = 0;
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@ -72,7 +73,10 @@ public:
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fogcolor_index = -1;
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lights_index = -1;
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dlightcolor_index = -1;
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glowtopplane_index = -1;
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glowbottomplane_index = -1;
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glowtopcolor_index = -1;
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glowbottomcolor_index = -1;
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}
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~FShader();
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@ -5,7 +5,7 @@
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#endif
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#ifndef NO_GLOW
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varying vec2 glowdist;
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attribute vec2 glowdistance;
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uniform vec4 glowbottomplane, glowtopplane;
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#endif
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#ifdef SOFTLIGHT
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#endif
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#ifndef NO_GLOW
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glowdist = glowdistance;
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glowdist.x = -((glowtopplane.w + glowtopplane.x * worldcoord.x + glowtopplane.y * worldcoord.z) * glowtopplane.z) - worldcoord.y;
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glowdist.y = worldcoord.y + ((glowbottomplane.w + glowbottomplane.x * worldcoord.x + glowbottomplane.y * worldcoord.z) * glowbottomplane.z);
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#endif
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#ifdef SPHEREMAP
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gl_TexCoord[0].xy = sst;
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#endif
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/* only for reference purposes. I don't think this will ever get used.
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#ifdef NUM_LAYERS
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#ifndef SPHEREMAP_1
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gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord0;
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#else
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gl_TexCoord[1].xy = sst;
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#endif
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#endif
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*/
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#ifndef NO_SM4
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gl_Position = gl_ModelViewProjectionMatrix * worldcoord;
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#else
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