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https://github.com/ZDoom/gzdoom-gles.git
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- make the shader timer part of the render state.
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parent
637aa9d77e
commit
bdf5bbd34e
5 changed files with 12 additions and 48 deletions
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@ -88,20 +88,6 @@ void FRenderState::Reset()
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mClipHeightBottom = -65536.f;
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}
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//==========================================================================
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//
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// Set texture shader info
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//
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//==========================================================================
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void FRenderState::SetupShader(int &shaderindex, float warptime)
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{
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mEffectState = shaderindex;
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if (shaderindex > 0) GLRenderer->mShaderManager->SetWarpSpeed(shaderindex, warptime);
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}
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//==========================================================================
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//
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// Apply shader settings
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@ -149,6 +135,7 @@ bool FRenderState::ApplyShader()
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activeShader->muInterpolationFactor.Set(mInterpolationFactor);
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activeShader->muClipHeightTop.Set(mClipHeightTop);
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activeShader->muClipHeightBottom.Set(mClipHeightBottom);
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activeShader->muTimer.Set(gl_frameMS * mShaderTimer / 1000.f);
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#ifndef CORE_PROFILE
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if (!(gl.flags & RFL_COREPROFILE))
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@ -61,6 +61,7 @@ class FRenderState
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float mClipHeightTop, mClipHeightBottom;
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bool mModelMatrixEnabled;
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bool mTextureMatrixEnabled;
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float mShaderTimer;
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FVertexBuffer *mVertexBuffer, *mCurrentVertexBuffer;
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FStateVec4 mColor;
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@ -97,7 +98,12 @@ public:
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void Reset();
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void SetupShader(int &shaderindex, float warptime);
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void SetShader(int shaderindex, float warptime)
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{
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mEffectState = shaderindex;
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mShaderTimer = warptime;
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}
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void Apply();
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void ApplyMatrices();
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@ -210,8 +210,8 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
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muClipHeightTop.Init(hShader, "uClipHeightTop");
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muClipHeightBottom.Init(hShader, "uClipHeightBottom");
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muAlphaThreshold.Init(hShader, "uAlphaThreshold");
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muTimer.Init(hShader, "timer");
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timer_index = glGetUniformLocation(hShader, "timer");
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lights_index = glGetUniformLocation(hShader, "lights");
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fakevb_index = glGetUniformLocation(hShader, "fakeVB");
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projectionmatrix_index = glGetUniformLocation(hShader, "ProjectionMatrix");
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@ -481,34 +481,6 @@ void FShaderManager::SetActiveShader(FShader *sh)
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}
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//==========================================================================
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//
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// To avoid maintenance this will be set when a warped texture is bound
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// because at that point the draw buffer needs to be flushed anyway.
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//
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//==========================================================================
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void FShaderManager::SetWarpSpeed(unsigned int eff, float speed)
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{
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// indices 0-2 match the warping modes, 3 is brightmap, 4 no texture, the following are custom
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if (eff < mTextureEffects.Size())
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{
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FShader *sh = mTextureEffects[eff];
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float warpphase = gl_frameMS * speed / 1000.f;
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if (gl.flags & RFL_SEPARATE_SHADER_OBJECTS)
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{
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glProgramUniform1f(sh->GetHandle(), sh->timer_index, warpphase);
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}
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else
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{
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// not so pretty...
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sh->Bind();
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glUniform1f(sh->timer_index, warpphase);
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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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@ -199,8 +199,8 @@ class FShader
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FBufferedUniform1f muClipHeightTop;
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FBufferedUniform1f muClipHeightBottom;
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FBufferedUniform1f muAlphaThreshold;
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FBufferedUniform1f muTimer;
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int timer_index;
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int lights_index;
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int projectionmatrix_index;
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int viewmatrix_index;
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@ -262,7 +262,6 @@ public:
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int Find(const char *mame);
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FShader *BindEffect(int effect);
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void SetActiveShader(FShader *sh);
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void SetWarpSpeed(unsigned int eff, float speed);
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void ApplyMatrices(VSMatrix *proj, VSMatrix *view);
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FShader *GetActiveShader() const
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{
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@ -737,7 +737,7 @@ void FMaterial::Bind(int clampmode, int translation, int overrideshader)
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int maxbound = 0;
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bool allowhires = tex->xScale == FRACUNIT && tex->yScale == FRACUNIT;
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gl_RenderState.SetupShader(shaderindex, tex->gl_info.shaderspeed);
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gl_RenderState.SetShader(shaderindex, tex->gl_info.shaderspeed);
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if (tex->bHasCanvas || tex->bWarped) clampmode = 0;
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else if (clampmode != -1) clampmode &= 3;
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@ -784,7 +784,7 @@ void FMaterial::BindPatch(int translation, int overrideshader, bool alphatexture
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int shaderindex = overrideshader > 0? overrideshader : mShaderIndex;
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int maxbound = 0;
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gl_RenderState.SetupShader(shaderindex, tex->gl_info.shaderspeed);
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gl_RenderState.SetShader(shaderindex, tex->gl_info.shaderspeed);
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const FHardwareTexture *glpatch = mBaseLayer->BindPatch(0, translation, alphatexture);
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// The only multitexture effect usable on sprites is the brightmap.
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