mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-29 07:22:07 +00:00
- added the code for legacy shaders.
- force texture filtering for 2D to off when in software rendering.
This commit is contained in:
parent
5eb898107f
commit
b12a6fded9
14 changed files with 288 additions and 27 deletions
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@ -1043,6 +1043,7 @@ set (PCH_SOURCES
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g_statusbar/sbar_mugshot.cpp
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g_statusbar/shared_sbar.cpp
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gl/compatibility/gl_20.cpp
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gl/compatibility/gl_swshader20.cpp
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gl/data/gl_vertexbuffer.cpp
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gl/dynlights/gl_lightbuffer.cpp
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gl/dynlights/gl_shadowmap.cpp
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@ -2637,7 +2637,7 @@ void D_DoomMain (void)
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}
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V_Init2();
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gl_PatchMenu();
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gl_PatchMenu(); // removes unapplicable entries for old hardware. This cannot be done in MENUDEF because at the point it gets parsed it doesn't have the needed info.
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UpdateJoystickMenu(NULL);
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v = Args->CheckValue ("-loadgame");
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@ -52,7 +52,6 @@
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CVAR(Bool, gl_lights_additive, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Bool, gl_legacy_mode, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOSET)
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//==========================================================================
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//
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@ -64,7 +63,7 @@ CVAR(Bool, gl_legacy_mode, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOSET)
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void gl_PatchMenu()
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{
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// Radial fog and Doom lighting are not available without full shader support.
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if (!gl_legacy_mode) return;
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if (!gl.legacyMode) return;
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FOptionValues **opt = OptionValues.CheckKey("LightingModes");
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if (opt != NULL)
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218
src/gl/compatibility/gl_swshader20.cpp
Normal file
218
src/gl/compatibility/gl_swshader20.cpp
Normal file
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@ -0,0 +1,218 @@
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//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2018 Christoph Oelckers
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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/*
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** gl_swshader20.cpp
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**
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** Implements the shaders used to render the software renderer's
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** 3D output to the screen,
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**
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*/
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#include "gl/system/gl_system.h"
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#include "tarray.h"
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#include "doomtype.h"
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#include "zstring.h"
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#include "i_system.h"
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#include "r_utility.h"
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#include "w_wad.h"
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#include "gl/dynlights/gl_dynlight.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/system/gl_interface.h"
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#include "gl/renderer/gl_renderstate.h"
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class LegacyShader
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{
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public:
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~LegacyShader()
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{
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if (Program != 0) glDeleteProgram(Program);
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if (VertexShader != 0) glDeleteShader(VertexShader);
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if (FragmentShader != 0) glDeleteShader(FragmentShader);
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}
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int Program = 0;
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int VertexShader = 0;
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int FragmentShader = 0;
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int ConstantLocations[2];
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int ImageLocation = -1;
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int PaletteLocation = -1;
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};
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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LegacyShaderContainer::LegacyShaderContainer()
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{
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if (!LoadShaders())
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{
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Printf("Unable to compile shaders for software rendering\n");
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}
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}
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LegacyShaderContainer::~LegacyShaderContainer()
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{
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for (auto p : Shaders) if (p) delete p;
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}
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LegacyShader* LegacyShaderContainer::CreatePixelShader(const FString& vertexsrc, const FString& fragmentsrc, const FString &defines)
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{
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auto shader = new LegacyShader();
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char buffer[10000];
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shader->Program = glCreateProgram();
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if (shader->Program == 0) { Printf("glCreateProgram failed. Disabling OpenGL hardware acceleration.\n"); return nullptr; }
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shader->VertexShader = glCreateShader(GL_VERTEX_SHADER);
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if (shader->VertexShader == 0) { Printf("glCreateShader(GL_VERTEX_SHADER) failed. Disabling OpenGL hardware acceleration.\n"); return nullptr; }
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shader->FragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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if (shader->FragmentShader == 0) { Printf("glCreateShader(GL_FRAGMENT_SHADER) failed. Disabling OpenGL hardware acceleration.\n"); return nullptr; }
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{
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int lengths[1] = { (int)vertexsrc.Len() };
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const char *sources[1] = { vertexsrc.GetChars() };
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glShaderSource(shader->VertexShader, 1, sources, lengths);
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glCompileShader(shader->VertexShader);
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}
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{
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int lengths[1] = { (int)fragmentsrc.Len() };
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const char *sources[1] = { fragmentsrc.GetChars() };
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glShaderSource(shader->FragmentShader, 1, sources, lengths);
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glCompileShader(shader->FragmentShader);
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}
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GLint status = 0;
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int errorShader = shader->VertexShader;
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glGetShaderiv(shader->VertexShader, GL_COMPILE_STATUS, &status);
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if (status != GL_FALSE)
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{
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errorShader = shader->FragmentShader;
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glGetShaderiv(shader->FragmentShader, GL_COMPILE_STATUS, &status);
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}
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if (status == GL_FALSE)
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{
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GLsizei length = 0;
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buffer[0] = 0;
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glGetShaderInfoLog(errorShader, 10000, &length, buffer);
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Printf("Shader compile failed: %s", buffer);
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delete shader;
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return nullptr;
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}
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glAttachShader(shader->Program, shader->VertexShader);
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glAttachShader(shader->Program, shader->FragmentShader);
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glLinkProgram(shader->Program);
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glGetProgramiv(shader->Program, GL_LINK_STATUS, &status);
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if (status == GL_FALSE)
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{
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GLsizei length = 0;
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buffer[0] = 0;
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glGetProgramInfoLog(shader->Program, 10000, &length, buffer);
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Printf("Shader link failed: %s", buffer);
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delete shader;
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return nullptr;
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}
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shader->ConstantLocations[0] = glGetUniformLocation(shader->Program, "uColor1");
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shader->ConstantLocations[1] = glGetUniformLocation(shader->Program, "uColor2");
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shader->ImageLocation = glGetUniformLocation(shader->Program, "Image");
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shader->PaletteLocation = glGetUniformLocation(shader->Program, "Palette");
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return shader;
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}
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//==========================================================================
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//
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// SWSceneDrawer :: LoadShaders
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//
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// Returns true if all required shaders were loaded. (Gamma and burn wipe
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// are the only ones not considered "required".)
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//
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//==========================================================================
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static const char * const ShaderDefines[] = {
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"#define PAL_TEX\n",
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"#define PAL_TEX\n#define SPECIALCM\n",
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"",
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"#define SPECIALCM\n",
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};
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bool LegacyShaderContainer::LoadShaders()
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{
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int lumpvert = Wads.CheckNumForFullName("shaders/swgl/swshadergl2.vp");
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int lumpfrag = Wads.CheckNumForFullName("shaders/swgl/swshadergl2.fp");
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if (lumpvert < 0 || lumpfrag < 0)
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return false;
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FString vertsource = Wads.ReadLump(lumpvert).GetString();
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FString fragsource = Wads.ReadLump(lumpfrag).GetString();
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FString shaderdir, shaderpath;
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unsigned int i;
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for (i = 0; i < NUM_SHADERS; ++i)
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{
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shaderpath = shaderdir;
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Shaders[i] = CreatePixelShader(vertsource, fragsource, ShaderDefines[i]);
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if (!Shaders[i])
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{
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break;
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}
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glUseProgram(Shaders[i]->Program);
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if (Shaders[i]->ImageLocation != -1) glUniform1i(Shaders[i]->ImageLocation, 0);
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if (Shaders[i]->PaletteLocation != -1) glUniform1i(Shaders[i]->PaletteLocation, 1);
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glUseProgram(0);
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}
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if (i == NUM_SHADERS)
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{ // Success!
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return true;
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}
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// Failure. Release whatever managed to load (which is probably nothing.)
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for (i = 0; i < NUM_SHADERS; ++i)
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{
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if (Shaders[i]) delete Shaders[i];
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}
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return false;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void LegacyShaderContainer::BindShader(int num, const float *p1, const float *p2)
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{
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if (num >= 0 && num < 4)
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{
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auto shader = Shaders[num];
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glUseProgram(shader->Program);
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glUniform4fv(shader->ConstantLocations[0], 1, p1);
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glUniform4fv(shader->ConstantLocations[1], 1, p2);
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}
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}
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@ -163,6 +163,11 @@ void FGLRenderer::Initialize(int width, int height)
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mShadowMapShader = new FShadowMapShader();
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mCustomPostProcessShaders = new FCustomPostProcessShaders();
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if (gl.legacyMode)
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{
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legacyShaders = new LegacyShaderContainer;
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}
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GetSpecialTextures();
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// needed for the core profile, because someone decided it was a good idea to remove the default VAO.
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gl_FlushModels();
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AActor::DeleteAllAttachedLights();
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FMaterial::FlushAll();
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if (legacyShaders) delete legacyShaders;
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if (mShaderManager != NULL) delete mShaderManager;
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if (mSamplerManager != NULL) delete mSamplerManager;
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if (mVBO != NULL) delete mVBO;
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auto mat = FMaterial::ValidateTexture(cmd.mTexture, false);
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if (mat == nullptr) continue;
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// This requires very special handling
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if (gl.legacyMode && cmd.mTexture->UseType == ETextureType::SWCanvas)
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{
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gl_RenderState.SetTextureMode(TM_SWCANVAS);
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}
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if (gltrans == -1 && cmd.mTranslation != nullptr) gltrans = cmd.mTranslation->GetUniqueIndex();
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gl_RenderState.SetMaterial(mat, cmd.mFlags & F2DDrawer::DTF_Wrap ? CLAMP_NONE : CLAMP_XY_NOMIP, -gltrans, -1, cmd.mDrawMode == F2DDrawer::DTM_AlphaTexture);
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gl_RenderState.EnableTexture(true);
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@ -89,6 +89,29 @@ enum
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DM_SKYPORTAL
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};
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// Helper baggage to draw the paletted software renderer output on old hardware.
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// This must be here because the 2D drawer needs to access it, not the scene drawer.
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class LegacyShader;
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struct LegacyShaderContainer
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{
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enum
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{
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NUM_SHADERS = 4
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};
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LegacyShader *Shaders[NUM_SHADERS];
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LegacyShader* CreatePixelShader(const FString& vertexsrc, const FString& fragmentsrc, const FString &defines);
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LegacyShaderContainer();
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~LegacyShaderContainer();
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bool LoadShaders();
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void BindShader(int num, const float *p1, const float *p2);
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};
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class FGLRenderer
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{
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public:
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FSkyVertexBuffer *mSkyVBO;
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FLightBuffer *mLights;
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SWSceneDrawer *swdrawer = nullptr;
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LegacyShaderContainer *legacyShaders = nullptr;
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GL_IRECT mScreenViewport;
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GL_IRECT mSceneViewport;
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@ -80,7 +80,6 @@ CVAR(Bool, gl_sort_textures, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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EXTERN_CVAR (Bool, cl_capfps)
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EXTERN_CVAR (Bool, r_deathcamera)
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EXTERN_CVAR (Float, r_visibility)
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EXTERN_CVAR (Bool, gl_legacy_mode)
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EXTERN_CVAR (Bool, r_drawvoxels)
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//-----------------------------------------------------------------------------
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@ -44,6 +44,7 @@
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#include "gl/renderer/gl_renderstate.h"
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#include "gl/renderer/gl_lightdata.h"
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#include "gl/textures/gl_hwtexture.h"
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#include "gl/textures/gl_samplers.h"
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#include "gl/utility/gl_clock.h"
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#include "gl/data/gl_vertexbuffer.h"
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#include "gl_debug.h"
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@ -391,6 +392,11 @@ void OpenGLFrameBuffer::CleanForRestart()
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GLRenderer->ResetSWScene();
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}
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void OpenGLFrameBuffer::SetTextureFilterMode()
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{
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if (GLRenderer != nullptr && GLRenderer->mSamplerManager != nullptr) GLRenderer->mSamplerManager->SetTextureFilterMode();
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}
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void OpenGLFrameBuffer::UpdatePalette()
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{
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if (GLRenderer)
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@ -53,6 +53,7 @@ public:
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void RenderTextureView(FCanvasTexture *tex, AActor *Viewpoint, double FOV) override;
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void WriteSavePic(player_t *player, FileWriter *file, int width, int height) override;
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void RenderView(player_t *player) override;
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void SetTextureFilterMode() override;
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// Retrieves a buffer containing image data for a screenshot.
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// Hint: Pitch can be negative for upside-down images, in which case buffer
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@ -43,9 +43,6 @@ static TArray<FString> m_Extensions;
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RenderContext gl;
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static double realglversion; // this is public so the statistics code can access it.
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EXTERN_CVAR(Bool, gl_legacy_mode)
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CVAR(Bool, gl_riskymodernpath, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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//==========================================================================
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//
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//
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@ -322,7 +319,6 @@ void gl_LoadExtensions()
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UCVarValue value;
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value.Bool = gl.legacyMode;
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gl_legacy_mode.ForceSet (value, CVAR_Bool);
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}
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//==========================================================================
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@ -29,6 +29,7 @@ enum RenderFlags
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enum TexMode
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{
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TM_SWCANVAS = -1, // special case for the legacy renderer, do not use for anything but the SW renderer's canvas.
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TM_MODULATE = 0, // (r, g, b, a)
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TM_MASK, // (1, 1, 1, a)
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TM_OPAQUE, // (r, g, b, 1)
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@ -94,6 +94,7 @@ uint8_t FSamplerManager::Bind(int texunit, int num, int lastval)
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}
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else
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{
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int filter = V_IsHardwareRenderer() ? gl_texture_filter : 0;
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glActiveTexture(GL_TEXTURE0 + texunit);
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switch (num)
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{
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@ -102,8 +103,8 @@ uint8_t FSamplerManager::Bind(int texunit, int num, int lastval)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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if (lastval >= CLAMP_XY_NOMIP)
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{
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, TexFilter[gl_texture_filter].minfilter);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, TexFilter[gl_texture_filter].magfilter);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, TexFilter[filter].minfilter);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, TexFilter[filter].magfilter);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, gl_texture_filter_anisotropic);
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}
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break;
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@ -113,8 +114,8 @@ uint8_t FSamplerManager::Bind(int texunit, int num, int lastval)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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if (lastval >= CLAMP_XY_NOMIP)
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{
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, TexFilter[gl_texture_filter].minfilter);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, TexFilter[gl_texture_filter].magfilter);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, TexFilter[filter].minfilter);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, TexFilter[filter].magfilter);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, gl_texture_filter_anisotropic);
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}
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break;
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@ -124,8 +125,8 @@ uint8_t FSamplerManager::Bind(int texunit, int num, int lastval)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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if (lastval >= CLAMP_XY_NOMIP)
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{
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, TexFilter[gl_texture_filter].minfilter);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, TexFilter[gl_texture_filter].magfilter);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, TexFilter[filter].minfilter);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, TexFilter[filter].magfilter);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, gl_texture_filter_anisotropic);
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}
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break;
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@ -135,8 +136,8 @@ uint8_t FSamplerManager::Bind(int texunit, int num, int lastval)
|
|||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
if (lastval >= CLAMP_XY_NOMIP)
|
||||
{
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, TexFilter[gl_texture_filter].minfilter);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, TexFilter[gl_texture_filter].magfilter);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, TexFilter[filter].minfilter);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, TexFilter[filter].magfilter);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, gl_texture_filter_anisotropic);
|
||||
}
|
||||
break;
|
||||
|
@ -144,8 +145,8 @@ uint8_t FSamplerManager::Bind(int texunit, int num, int lastval)
|
|||
case CLAMP_XY_NOMIP:
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, TexFilter[gl_texture_filter].magfilter);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, TexFilter[gl_texture_filter].magfilter);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, TexFilter[filter].magfilter);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, TexFilter[filter].magfilter);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1);
|
||||
break;
|
||||
|
||||
|
@ -160,8 +161,8 @@ uint8_t FSamplerManager::Bind(int texunit, int num, int lastval)
|
|||
case CLAMP_CAMTEX:
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, TexFilter[gl_texture_filter].magfilter);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, TexFilter[gl_texture_filter].magfilter);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, TexFilter[filter].magfilter);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, TexFilter[filter].magfilter);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1);
|
||||
break;
|
||||
}
|
||||
|
@ -176,17 +177,18 @@ void FSamplerManager::SetTextureFilterMode()
|
|||
if (gl.flags & RFL_SAMPLER_OBJECTS)
|
||||
{
|
||||
UnbindAll();
|
||||
int filter = V_IsHardwareRenderer() ? gl_texture_filter : 0;
|
||||
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
glSamplerParameteri(mSamplers[i], GL_TEXTURE_MIN_FILTER, TexFilter[gl_texture_filter].minfilter);
|
||||
glSamplerParameteri(mSamplers[i], GL_TEXTURE_MAG_FILTER, TexFilter[gl_texture_filter].magfilter);
|
||||
glSamplerParameteri(mSamplers[i], GL_TEXTURE_MIN_FILTER, TexFilter[filter].minfilter);
|
||||
glSamplerParameteri(mSamplers[i], GL_TEXTURE_MAG_FILTER, TexFilter[filter].magfilter);
|
||||
glSamplerParameterf(mSamplers[i], GL_TEXTURE_MAX_ANISOTROPY_EXT, gl_texture_filter_anisotropic);
|
||||
}
|
||||
glSamplerParameteri(mSamplers[4], GL_TEXTURE_MIN_FILTER, TexFilter[gl_texture_filter].magfilter);
|
||||
glSamplerParameteri(mSamplers[4], GL_TEXTURE_MAG_FILTER, TexFilter[gl_texture_filter].magfilter);
|
||||
glSamplerParameteri(mSamplers[6], GL_TEXTURE_MIN_FILTER, TexFilter[gl_texture_filter].magfilter);
|
||||
glSamplerParameteri(mSamplers[6], GL_TEXTURE_MAG_FILTER, TexFilter[gl_texture_filter].magfilter);
|
||||
glSamplerParameteri(mSamplers[4], GL_TEXTURE_MIN_FILTER, TexFilter[filter].magfilter);
|
||||
glSamplerParameteri(mSamplers[4], GL_TEXTURE_MAG_FILTER, TexFilter[filter].magfilter);
|
||||
glSamplerParameteri(mSamplers[6], GL_TEXTURE_MIN_FILTER, TexFilter[filter].magfilter);
|
||||
glSamplerParameteri(mSamplers[6], GL_TEXTURE_MAG_FILTER, TexFilter[filter].magfilter);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
@ -111,6 +111,8 @@ CUSTOM_CVAR(Int, vid_rendermode, 4, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOIN
|
|||
// [SP] Update pitch limits to the netgame/gamesim.
|
||||
players[consoleplayer].SendPitchLimits();
|
||||
}
|
||||
screen->SetTextureFilterMode();
|
||||
|
||||
// No further checks needed. All this changes now is which scene drawer the render backend calls.
|
||||
}
|
||||
|
||||
|
|
|
@ -357,6 +357,7 @@ public:
|
|||
|
||||
// Delete any resources that need to be deleted after restarting with a different IWAD
|
||||
virtual void CleanForRestart() {}
|
||||
virtual void SetTextureFilterMode() {}
|
||||
|
||||
// Begin 2D drawing operations.
|
||||
// Returns true if hardware-accelerated 2D has been entered, false if not.
|
||||
|
@ -366,7 +367,6 @@ public:
|
|||
// Returns true if Begin2D has been called and 2D drawing is now active
|
||||
bool HasBegun2D() { return isIn2D; }
|
||||
|
||||
// DrawTexture calls after Begin2D use native textures.
|
||||
|
||||
// Report a game restart
|
||||
virtual void GameRestart();
|
||||
|
|
Loading…
Reference in a new issue