- remove use of builtin texture matrices.

- make matrix class single precision.
This commit is contained in:
Christoph Oelckers 2014-07-13 20:41:20 +02:00
parent 9230a20f18
commit dbb05c5f33
14 changed files with 198 additions and 175 deletions

View File

@ -18,16 +18,16 @@ This is a simplified version of VSMatrix that has been adjusted for GZDoom's nee
#include "doomtype.h"
#include "gl/data/gl_matrix.h"
static inline double
DegToRad(double degrees)
static inline FLOATTYPE
DegToRad(FLOATTYPE degrees)
{
return (double)(degrees * (M_PI / 180.0f));
return (FLOATTYPE)(degrees * (M_PI / 180.0f));
};
// sets the square matrix mat to the identity matrix,
// size refers to the number of rows (or columns)
void
VSMatrix::setIdentityMatrix( double *mat, int size) {
VSMatrix::setIdentityMatrix( FLOATTYPE *mat, int size) {
// fill matrix with 0s
for (int i = 0; i < size * size; ++i)
@ -56,10 +56,10 @@ VSMatrix::loadIdentity()
// glMultMatrix implementation
void
VSMatrix::multMatrix(const double *aMatrix)
VSMatrix::multMatrix(const FLOATTYPE *aMatrix)
{
double res[16];
FLOATTYPE res[16];
for (int i = 0; i < 4; ++i)
{
@ -72,15 +72,16 @@ VSMatrix::multMatrix(const double *aMatrix)
}
}
}
memcpy(mMatrix, res, 16 * sizeof(double));
memcpy(mMatrix, res, 16 * sizeof(FLOATTYPE));
}
#ifdef USE_DOUBLE
// glMultMatrix implementation
void
VSMatrix::multMatrix(const float *aMatrix)
{
double res[16];
FLOATTYPE res[16];
for (int i = 0; i < 4; ++i)
{
@ -93,18 +94,20 @@ VSMatrix::multMatrix(const float *aMatrix)
}
}
}
memcpy(mMatrix, res, 16 * sizeof(double));
memcpy(mMatrix, res, 16 * sizeof(FLOATTYPE));
}
#endif
// glLoadMatrix implementation
void
VSMatrix::loadMatrix(const double *aMatrix)
VSMatrix::loadMatrix(const FLOATTYPE *aMatrix)
{
memcpy(mMatrix, aMatrix, 16 * sizeof(double));
memcpy(mMatrix, aMatrix, 16 * sizeof(FLOATTYPE));
}
#ifdef USE_DOUBLE
// glLoadMatrix implementation
void
VSMatrix::loadMatrix(const float *aMatrix)
@ -114,13 +117,14 @@ VSMatrix::loadMatrix(const float *aMatrix)
mMatrix[i] = aMatrix[i];
}
}
#endif
// gl Translate implementation with matrix selection
void
VSMatrix::translate(double x, double y, double z)
VSMatrix::translate(FLOATTYPE x, FLOATTYPE y, FLOATTYPE z)
{
double mat[16];
FLOATTYPE mat[16];
setIdentityMatrix(mat);
mat[12] = x;
@ -133,9 +137,9 @@ VSMatrix::translate(double x, double y, double z)
// gl Scale implementation with matrix selection
void
VSMatrix::scale(double x, double y, double z)
VSMatrix::scale(FLOATTYPE x, FLOATTYPE y, FLOATTYPE z)
{
double mat[16];
FLOATTYPE mat[16];
setIdentityMatrix(mat,4);
mat[0] = x;
@ -148,22 +152,22 @@ VSMatrix::scale(double x, double y, double z)
// gl Rotate implementation with matrix selection
void
VSMatrix::rotate(double angle, double x, double y, double z)
VSMatrix::rotate(FLOATTYPE angle, FLOATTYPE x, FLOATTYPE y, FLOATTYPE z)
{
double mat[16];
double v[3];
FLOATTYPE mat[16];
FLOATTYPE v[3];
v[0] = x;
v[1] = y;
v[2] = z;
double radAngle = DegToRad(angle);
double co = cos(radAngle);
double si = sin(radAngle);
FLOATTYPE radAngle = DegToRad(angle);
FLOATTYPE co = cos(radAngle);
FLOATTYPE si = sin(radAngle);
normalize(v);
double x2 = v[0]*v[0];
double y2 = v[1]*v[1];
double z2 = v[2]*v[2];
FLOATTYPE x2 = v[0]*v[0];
FLOATTYPE y2 = v[1]*v[1];
FLOATTYPE z2 = v[2]*v[2];
// mat[0] = x2 + (y2 + z2) * co;
mat[0] = co + x2 * (1 - co);// + (y2 + z2) * co;
@ -194,11 +198,11 @@ VSMatrix::rotate(double angle, double x, double y, double z)
// gluLookAt implementation
void
VSMatrix::lookAt(double xPos, double yPos, double zPos,
double xLook, double yLook, double zLook,
double xUp, double yUp, double zUp)
VSMatrix::lookAt(FLOATTYPE xPos, FLOATTYPE yPos, FLOATTYPE zPos,
FLOATTYPE xLook, FLOATTYPE yLook, FLOATTYPE zLook,
FLOATTYPE xUp, FLOATTYPE yUp, FLOATTYPE zUp)
{
double dir[3], right[3], up[3];
FLOATTYPE dir[3], right[3], up[3];
up[0] = xUp; up[1] = yUp; up[2] = zUp;
@ -213,7 +217,7 @@ VSMatrix::lookAt(double xPos, double yPos, double zPos,
crossProduct(right,dir,up);
normalize(up);
double m1[16],m2[16];
FLOATTYPE m1[16],m2[16];
m1[0] = right[0];
m1[4] = right[1];
@ -247,11 +251,11 @@ VSMatrix::lookAt(double xPos, double yPos, double zPos,
// gluPerspective implementation
void
VSMatrix::perspective(double fov, double ratio, double nearp, double farp)
VSMatrix::perspective(FLOATTYPE fov, FLOATTYPE ratio, FLOATTYPE nearp, FLOATTYPE farp)
{
double projMatrix[16];
FLOATTYPE projMatrix[16];
double f = 1.0f / tan (fov * (M_PI / 360.0f));
FLOATTYPE f = 1.0f / tan (fov * (M_PI / 360.0f));
setIdentityMatrix(projMatrix,4);
@ -268,11 +272,11 @@ VSMatrix::perspective(double fov, double ratio, double nearp, double farp)
// glOrtho implementation
void
VSMatrix::ortho(double left, double right,
double bottom, double top,
double nearp, double farp)
VSMatrix::ortho(FLOATTYPE left, FLOATTYPE right,
FLOATTYPE bottom, FLOATTYPE top,
FLOATTYPE nearp, FLOATTYPE farp)
{
double m[16];
FLOATTYPE m[16];
setIdentityMatrix(m,4);
@ -289,11 +293,11 @@ VSMatrix::ortho(double left, double right,
// glFrustum implementation
void
VSMatrix::frustum(double left, double right,
double bottom, double top,
double nearp, double farp)
VSMatrix::frustum(FLOATTYPE left, FLOATTYPE right,
FLOATTYPE bottom, FLOATTYPE top,
FLOATTYPE nearp, FLOATTYPE farp)
{
double m[16];
FLOATTYPE m[16];
setIdentityMatrix(m,4);
@ -312,7 +316,7 @@ VSMatrix::frustum(double left, double right,
/*
// returns a pointer to the requested matrix
double *
FLOATTYPE *
VSMatrix::get(MatrixTypes aType)
{
return mMatrix[aType];
@ -331,9 +335,13 @@ VSMatrix::get(MatrixTypes aType)
void
VSMatrix::matrixToGL(int loc)
{
#ifdef USE_DOUBLE
float copyto[16];
copy(copyto);
glUniformMatrix4fv(loc, 1, false, copyto);
#else
glUniformMatrix4fv(loc, 1, false, mMatrix);
#endif
}
// -----------------------------------------------------
@ -343,7 +351,7 @@ VSMatrix::matrixToGL(int loc)
// Compute res = M * point
void
VSMatrix::multMatrixPoint(const double *point, double *res)
VSMatrix::multMatrixPoint(const FLOATTYPE *point, FLOATTYPE *res)
{
for (int i = 0; i < 4; ++i)
@ -360,7 +368,7 @@ VSMatrix::multMatrixPoint(const double *point, double *res)
// res = a cross b;
void
VSMatrix::crossProduct(const double *a, const double *b, double *res) {
VSMatrix::crossProduct(const FLOATTYPE *a, const FLOATTYPE *b, FLOATTYPE *res) {
res[0] = a[1] * b[2] - b[1] * a[2];
res[1] = a[2] * b[0] - b[2] * a[0];
@ -369,10 +377,10 @@ VSMatrix::crossProduct(const double *a, const double *b, double *res) {
// returns a . b
double
VSMatrix::dotProduct(const double *a, const double *b) {
FLOATTYPE
VSMatrix::dotProduct(const FLOATTYPE *a, const FLOATTYPE *b) {
double res = a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
FLOATTYPE res = a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
return res;
}
@ -380,9 +388,9 @@ VSMatrix::dotProduct(const double *a, const double *b) {
// Normalize a vec3
void
VSMatrix::normalize(double *a) {
VSMatrix::normalize(FLOATTYPE *a) {
double mag = sqrt(a[0] * a[0] + a[1] * a[1] + a[2] * a[2]);
FLOATTYPE mag = sqrt(a[0] * a[0] + a[1] * a[1] + a[2] * a[2]);
a[0] /= mag;
a[1] /= mag;
@ -392,7 +400,7 @@ VSMatrix::normalize(double *a) {
// res = b - a
void
VSMatrix::subtract(const double *a, const double *b, double *res) {
VSMatrix::subtract(const FLOATTYPE *a, const FLOATTYPE *b, FLOATTYPE *res) {
res[0] = b[0] - a[0];
res[1] = b[1] - a[1];
@ -402,7 +410,7 @@ VSMatrix::subtract(const double *a, const double *b, double *res) {
// res = a + b
void
VSMatrix::add(const double *a, const double *b, double *res) {
VSMatrix::add(const FLOATTYPE *a, const FLOATTYPE *b, FLOATTYPE *res) {
res[0] = b[0] + a[0];
res[1] = b[1] + a[1];
@ -411,8 +419,8 @@ VSMatrix::add(const double *a, const double *b, double *res) {
// returns |a|
double
VSMatrix::length(const double *a) {
FLOATTYPE
VSMatrix::length(const FLOATTYPE *a) {
return(sqrt(a[0] * a[0] + a[1] * a[1] + a[2] * a[2]));
@ -429,10 +437,10 @@ M3(int i, int j)
// computes the derived normal matrix for the view matrix
void
VSMatrix::computeNormalMatrix(const double *aMatrix)
VSMatrix::computeNormalMatrix(const FLOATTYPE *aMatrix)
{
double mMat3x3[9];
FLOATTYPE mMat3x3[9];
mMat3x3[0] = aMatrix[0];
mMat3x3[1] = aMatrix[1];
@ -446,7 +454,7 @@ VSMatrix::computeNormalMatrix(const double *aMatrix)
mMat3x3[7] = aMatrix[9];
mMat3x3[8] = aMatrix[10];
double det, invDet;
FLOATTYPE det, invDet;
det = mMat3x3[0] * (mMat3x3[4] * mMat3x3[8] - mMat3x3[5] * mMat3x3[7]) +
mMat3x3[1] * (mMat3x3[5] * mMat3x3[6] - mMat3x3[8] * mMat3x3[3]) +
@ -476,10 +484,10 @@ VSMatrix::computeNormalMatrix(const double *aMatrix)
// aux function resMat = resMat * aMatrix
void
VSMatrix::multMatrix(double *resMat, const double *aMatrix)
VSMatrix::multMatrix(FLOATTYPE *resMat, const FLOATTYPE *aMatrix)
{
double res[16];
FLOATTYPE res[16];
for (int i = 0; i < 4; ++i)
{
@ -492,5 +500,5 @@ VSMatrix::multMatrix(double *resMat, const double *aMatrix)
}
}
}
memcpy(resMat, res, 16 * sizeof(double));
memcpy(resMat, res, 16 * sizeof(FLOATTYPE));
}

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@ -22,6 +22,12 @@
#include <stdlib.h>
#ifdef USE_DOUBLE
typedef double FLOATTYPE;
#else
typedef float FLOATTYPE;
#endif
class VSMatrix {
public:
@ -35,27 +41,32 @@ class VSMatrix {
loadIdentity();
}
void translate(double x, double y, double z);
void scale(double x, double y, double z);
void rotate(double angle, double x, double y, double z);
void translate(FLOATTYPE x, FLOATTYPE y, FLOATTYPE z);
void scale(FLOATTYPE x, FLOATTYPE y, FLOATTYPE z);
void rotate(FLOATTYPE angle, FLOATTYPE x, FLOATTYPE y, FLOATTYPE z);
void loadIdentity();
#ifdef USE_DOUBLE
void multMatrix(const float *aMatrix);
void multMatrix(const double *aMatrix);
#endif
void multMatrix(const FLOATTYPE *aMatrix);
void multMatrix(const VSMatrix &aMatrix)
{
multMatrix(aMatrix.mMatrix);
}
void loadMatrix(const double *aMatrix);
void loadMatrix(const FLOATTYPE *aMatrix);
#ifdef USE_DOUBLE
void loadMatrix(const float *aMatrix);
void lookAt(double xPos, double yPos, double zPos, double xLook, double yLook, double zLook, double xUp, double yUp, double zUp);
void perspective(double fov, double ratio, double nearp, double farp);
void ortho(double left, double right, double bottom, double top, double nearp=-1.0f, double farp=1.0f);
void frustum(double left, double right, double bottom, double top, double nearp, double farp);
void copy(double * pDest)
#endif
void lookAt(FLOATTYPE xPos, FLOATTYPE yPos, FLOATTYPE zPos, FLOATTYPE xLook, FLOATTYPE yLook, FLOATTYPE zLook, FLOATTYPE xUp, FLOATTYPE yUp, FLOATTYPE zUp);
void perspective(FLOATTYPE fov, FLOATTYPE ratio, FLOATTYPE nearp, FLOATTYPE farp);
void ortho(FLOATTYPE left, FLOATTYPE right, FLOATTYPE bottom, FLOATTYPE top, FLOATTYPE nearp=-1.0f, FLOATTYPE farp=1.0f);
void frustum(FLOATTYPE left, FLOATTYPE right, FLOATTYPE bottom, FLOATTYPE top, FLOATTYPE nearp, FLOATTYPE farp);
void copy(FLOATTYPE * pDest)
{
memcpy(pDest, mMatrix, 16 * sizeof(double));
memcpy(pDest, mMatrix, 16 * sizeof(FLOATTYPE));
}
#ifdef USE_DOUBLE
void copy(float * pDest)
{
for (int i = 0; i < 16; i++)
@ -63,30 +74,38 @@ class VSMatrix {
pDest[i] = (float)mMatrix[i];
}
}
#endif
const FLOATTYPE *get() const
{
return mMatrix;
}
void matrixToGL(int location);
void multMatrixPoint(const double *point, double *res);
void multMatrixPoint(const FLOATTYPE *point, FLOATTYPE *res);
#ifdef USE_DOUBLE
void computeNormalMatrix(const float *aMatrix);
void computeNormalMatrix(const double *aMatrix);
#endif
void computeNormalMatrix(const FLOATTYPE *aMatrix);
void computeNormalMatrix(const VSMatrix &aMatrix)
{
computeNormalMatrix(aMatrix.mMatrix);
}
protected:
static void crossProduct(const double *a, const double *b, double *res);
static double dotProduct(const double *a, const double * b);
static void normalize(double *a);
static void subtract(const double *a, const double *b, double *res);
static void add(const double *a, const double *b, double *res);
static double length(const double *a);
static void multMatrix(double *resMatrix, const double *aMatrix);
static void crossProduct(const FLOATTYPE *a, const FLOATTYPE *b, FLOATTYPE *res);
static FLOATTYPE dotProduct(const FLOATTYPE *a, const FLOATTYPE * b);
static void normalize(FLOATTYPE *a);
static void subtract(const FLOATTYPE *a, const FLOATTYPE *b, FLOATTYPE *res);
static void add(const FLOATTYPE *a, const FLOATTYPE *b, FLOATTYPE *res);
static FLOATTYPE length(const FLOATTYPE *a);
static void multMatrix(FLOATTYPE *resMatrix, const FLOATTYPE *aMatrix);
static void setIdentityMatrix(double *mat, int size = 4);
static void setIdentityMatrix(FLOATTYPE *mat, int size = 4);
/// The storage for matrices
double mMatrix[16];
FLOATTYPE mMatrix[16];
};

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@ -806,65 +806,41 @@ void gl_RenderModel(GLSprite * spr)
// This is rather crappy way to transfer fixet_t type into angle in degrees, but its works!
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);
glActiveTexture(GL_TEXTURE7); // Hijack the otherwise unused seventh texture matrix for the model to world transformation.
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
gl_RenderState.mModelMatrix.loadIdentity();
// Model space => World space
glTranslatef(spr->x, spr->z, spr->y );
gl_RenderState.mModelMatrix.translate(spr->x, spr->z, spr->y );
// Applying model transformations:
// 1) Applying actor angle, pitch and roll to the model
glRotatef(-angle, 0, 1, 0);
glRotatef(pitch, 0, 0, 1);
glRotatef(-roll, 1, 0, 0);
gl_RenderState.mModelMatrix.rotate(-angle, 0, 1, 0);
gl_RenderState.mModelMatrix.rotate(pitch, 0, 0, 1);
gl_RenderState.mModelMatrix.rotate(-roll, 1, 0, 0);
// 2) Applying Doomsday like rotation of the weapon pickup models
// The rotation angle is based on the elapsed time.
if( smf->flags & MDL_ROTATING )
{
glTranslatef(smf->rotationCenterX, smf->rotationCenterY, smf->rotationCenterZ);
glRotatef(rotateOffset, smf->xrotate, smf->yrotate, smf->zrotate);
glTranslatef(-smf->rotationCenterX, -smf->rotationCenterY, -smf->rotationCenterZ);
gl_RenderState.mModelMatrix.translate(smf->rotationCenterX, smf->rotationCenterY, smf->rotationCenterZ);
gl_RenderState.mModelMatrix.rotate(rotateOffset, smf->xrotate, smf->yrotate, smf->zrotate);
gl_RenderState.mModelMatrix.translate(-smf->rotationCenterX, -smf->rotationCenterY, -smf->rotationCenterZ);
}
// 3) Scaling model.
glScalef(scaleFactorX, scaleFactorZ, scaleFactorY);
gl_RenderState.mModelMatrix.scale(scaleFactorX, scaleFactorZ, scaleFactorY);
// 4) Aplying model offsets (model offsets do not depend on model scalings).
glTranslatef(smf->xoffset / smf->xscale, smf->zoffset / smf->zscale, smf->yoffset / smf->yscale);
gl_RenderState.mModelMatrix.translate(smf->xoffset / smf->xscale, smf->zoffset / smf->zscale, smf->yoffset / smf->yscale);
// 5) Applying model rotations.
glRotatef(-ANGLE_TO_FLOAT(smf->angleoffset), 0, 1, 0);
glRotatef(smf->pitchoffset, 0, 0, 1);
glRotatef(-smf->rolloffset, 1, 0, 0);
glActiveTexture(GL_TEXTURE0);
#if 0
if (gl_light_models)
{
// The normal transform matrix only contains the inverse rotations and scalings but not the translations
NormalTransform.MakeIdentity();
NormalTransform.Scale(1.f/scaleFactorX, 1.f/scaleFactorZ, 1.f/scaleFactorY);
if( smf->flags & MDL_ROTATING ) NormalTransform.Rotate(smf->xrotate, smf->yrotate, smf->zrotate, -rotateOffset);
if (pitch != 0) NormalTransform.Rotate(0,0,1,-pitch);
if (angle != 0) NormalTransform.Rotate(0,1,0, angle);
gl_RenderFrameModels( smf, spr->actor->state, spr->actor->tics, RUNTIME_TYPE(spr->actor), &ModelToWorld, &NormalTransform, translation );
}
#endif
gl_RenderState.mModelMatrix.rotate(-ANGLE_TO_FLOAT(smf->angleoffset), 0, 1, 0);
gl_RenderState.mModelMatrix.rotate(smf->pitchoffset, 0, 0, 1);
gl_RenderState.mModelMatrix.rotate(-smf->rolloffset, 1, 0, 0);
gl_RenderState.EnableModelMatrix(true);
gl_RenderFrameModels( smf, spr->actor->state, spr->actor->tics, RUNTIME_TYPE(spr->actor), NULL, translation );
glActiveTexture(GL_TEXTURE7);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glActiveTexture(GL_TEXTURE0);
glMatrixMode(GL_MODELVIEW);
gl_RenderState.EnableModelMatrix(false);
glDepthFunc(GL_LESS);
if (!( spr->actor->RenderStyle == LegacyRenderStyles[STYLE_Normal] ))

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@ -56,6 +56,8 @@ FRenderState gl_RenderState;
CVAR(Bool, gl_direct_state_change, true, 0)
static VSMatrix identityMatrix(1);
//==========================================================================
//
//
@ -225,6 +227,27 @@ bool FRenderState::ApplyShader()
activeShader->muColormapStart.Set(r, g, b, 1.f);
}
}
if (mTextureMatrixEnabled)
{
mTextureMatrix.matrixToGL(activeShader->texturematrix_index);
activeShader->currentTextureMatrixState = true;
}
else if (activeShader->currentTextureMatrixState)
{
activeShader->currentTextureMatrixState = false;
identityMatrix.matrixToGL(activeShader->texturematrix_index);
}
if (mModelMatrixEnabled)
{
mModelMatrix.matrixToGL(activeShader->modelmatrix_index);
activeShader->currentModelMatrixState = true;
}
else if (activeShader->currentModelMatrixState)
{
activeShader->currentModelMatrixState = false;
identityMatrix.matrixToGL(activeShader->modelmatrix_index);
}
return true;
}

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@ -4,6 +4,7 @@
#include <string.h>
#include "gl/system/gl_interface.h"
#include "gl/data/gl_data.h"
#include "gl/data/gl_matrix.h"
#include "c_cvars.h"
#include "r_defs.h"
@ -58,6 +59,8 @@ class FRenderState
bool m2D;
float mInterpolationFactor;
float mClipHeightTop, mClipHeightBottom;
bool mModelMatrixEnabled;
bool mTextureMatrixEnabled;
FVertexBuffer *mVertexBuffer, *mCurrentVertexBuffer;
FStateVec4 mColor;
@ -80,6 +83,12 @@ class FRenderState
bool ApplyShader();
public:
VSMatrix mProjectionMatrix;
VSMatrix mViewMatrix;
VSMatrix mModelMatrix;
VSMatrix mTextureMatrix;
FRenderState()
{
Reset();
@ -89,6 +98,7 @@ public:
void SetupShader(int &shaderindex, float warptime);
void Apply();
void ApplyMatrices();
void SetVertexBuffer(FVertexBuffer *vb)
{
@ -180,6 +190,16 @@ public:
mBrightmapEnabled = on;
}
void EnableModelMatrix(bool on)
{
mModelMatrixEnabled = on;
}
void EnableTextureMatrix(bool on)
{
mTextureMatrixEnabled = on;
}
void SetCameraPos(float x, float y, float z)
{
mCameraPos.Set(x, z, y, 0);

View File

@ -1083,10 +1083,9 @@ void FDrawInfo::DrawFloodedPlane(wallseg * ws, float planez, sector_t * sec, boo
float fviewy = FIXED2FLOAT(viewy);
float fviewz = FIXED2FLOAT(viewz);
gl_SetPlaneTextureRotation(&plane, gltexture);
gl_RenderState.Apply();
bool pushed = gl_SetPlaneTextureRotation(&plane, gltexture);
float prj_fac1 = (planez-fviewz)/(ws->z1-fviewz);
float prj_fac2 = (planez-fviewz)/(ws->z2-fviewz);
@ -1113,11 +1112,7 @@ void FDrawInfo::DrawFloodedPlane(wallseg * ws, float planez, sector_t * sec, boo
ptr++;
GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_FAN);
if (pushed)
{
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
}
gl_RenderState.EnableTextureMatrix(false);
}
//==========================================================================

View File

@ -273,7 +273,7 @@ public:
extern FDrawInfo * gl_drawinfo;
bool gl_SetPlaneTextureRotation(const GLSectorPlane * secplane, FMaterial * gltexture);
void gl_SetPlaneTextureRotation(const GLSectorPlane * secplane, FMaterial * gltexture);
void gl_SetRenderStyle(FRenderStyle style, bool drawopaque, bool allowcolorblending);
#endif

View File

@ -70,7 +70,7 @@
//
//==========================================================================
bool gl_SetPlaneTextureRotation(const GLSectorPlane * secplane, FMaterial * gltexture)
void gl_SetPlaneTextureRotation(const GLSectorPlane * secplane, FMaterial * gltexture)
{
// only manipulate the texture matrix if needed.
if (secplane->xoffs != 0 || secplane->yoffs != 0 ||
@ -93,15 +93,13 @@ bool gl_SetPlaneTextureRotation(const GLSectorPlane * secplane, FMaterial * glte
float xscale2=64.f/gltexture->TextureWidth(GLUSE_TEXTURE);
float yscale2=64.f/gltexture->TextureHeight(GLUSE_TEXTURE);
glMatrixMode(GL_TEXTURE);
glPushMatrix();
glScalef(xscale1 ,yscale1,1.0f);
glTranslatef(uoffs,voffs,0.0f);
glScalef(xscale2 ,yscale2,1.0f);
glRotatef(angle,0.0f,0.0f,1.0f);
return true;
gl_RenderState.mTextureMatrix.loadIdentity();
gl_RenderState.mTextureMatrix.scale(xscale1 ,yscale1,1.0f);
gl_RenderState.mTextureMatrix.translate(uoffs,voffs,0.0f);
gl_RenderState.mTextureMatrix.scale(xscale2 ,yscale2,1.0f);
gl_RenderState.mTextureMatrix.rotate(angle,0.0f,0.0f,1.0f);
gl_RenderState.EnableTextureMatrix(true);
}
return false;
}
@ -377,13 +375,9 @@ void GLFlat::Draw(int pass)
case GLPASS_TEXTURE:
{
gltexture->Bind();
bool pushed = gl_SetPlaneTextureRotation(&plane, gltexture);
gl_SetPlaneTextureRotation(&plane, gltexture);
DrawSubsectors(pass, false);
if (pushed)
{
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
}
gl_RenderState.EnableTextureMatrix(false);
break;
}
@ -440,13 +434,9 @@ void GLFlat::Draw(int pass)
else
{
gltexture->Bind();
bool pushed = gl_SetPlaneTextureRotation(&plane, gltexture);
gl_SetPlaneTextureRotation(&plane, gltexture);
DrawSubsectors(pass, true);
if (pushed)
{
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
}
gl_RenderState.EnableTextureMatrix(false);
}
if (renderstyle==STYLE_Add) gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
break;

View File

@ -1000,7 +1000,7 @@ void GLHorizonPortal::DrawContents()
gltexture->Bind();
bool pushed = gl_SetPlaneTextureRotation(sp, gltexture);
gl_SetPlaneTextureRotation(sp, gltexture);
gl_RenderState.EnableAlphaTest(false);
gl_RenderState.BlendFunc(GL_ONE,GL_ZERO);
gl_RenderState.Apply();
@ -1059,12 +1059,7 @@ void GLHorizonPortal::DrawContents()
ptr++;
GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
if (pushed)
{
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
}
gl_RenderState.EnableTextureMatrix(false);
PortalAll.Unclock();
}

View File

@ -286,14 +286,6 @@ void FGLRenderer::SetProjection(float fov, float ratio, float fovratio)
void FGLRenderer::SetViewMatrix(bool mirror, bool planemirror)
{
glActiveTexture(GL_TEXTURE7);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glActiveTexture(GL_TEXTURE0);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();

View File

@ -293,20 +293,17 @@ void RenderDome(FMaterial * tex, float x_offset, float y_offset, bool mirror, in
glScalef(1.f, 1.2f * 1.17f, 1.f);
yscale = 240.f / texh;
}
glMatrixMode(GL_TEXTURE);
glPushMatrix();
glLoadIdentity();
glScalef(mirror? -xscale : xscale, yscale, 1.f);
glTranslatef(1.f, y_offset / texh, 1.f);
glMatrixMode(GL_MODELVIEW);
gl_RenderState.EnableTextureMatrix(true);
gl_RenderState.mTextureMatrix.loadIdentity();
gl_RenderState.mTextureMatrix.scale(mirror? -xscale : xscale, yscale, 1.f);
gl_RenderState.mTextureMatrix.translate(1.f, y_offset / texh, 1.f);
}
GLRenderer->mSkyVBO->RenderDome(tex, mode);
gl_RenderState.EnableTextureMatrix(false);
if (tex)
{
glMatrixMode(GL_TEXTURE);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}

View File

@ -206,6 +206,8 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
timer_index = glGetUniformLocation(hShader, "timer");
lights_index = glGetUniformLocation(hShader, "lights");
fakevb_index = glGetUniformLocation(hShader, "fakeVB");
modelmatrix_index = glGetUniformLocation(hShader, "ModelMatrix");
texturematrix_index = glGetUniformLocation(hShader, "TextureMatrix");
glBindAttribLocation(hShader, VATTR_VERTEX2, "aVertex2");

View File

@ -198,11 +198,15 @@ class FShader
int timer_index;
int lights_index;
int modelmatrix_index;
int texturematrix_index;
public:
int fakevb_index;
private:
int currentglowstate;
int currentfixedcolormap;
bool currentTextureMatrixState;
bool currentModelMatrixState;
public:
FShader(const char *name)
@ -211,6 +215,8 @@ public:
hShader = hVertProg = hFragProg = 0;
currentglowstate = 0;
currentfixedcolormap = 0;
currentTextureMatrixState = true; // by setting the matrix state to 'true' it is guaranteed to be set the first time the render state gets applied.
currentModelMatrixState = true;
}
~FShader();

View File

@ -36,8 +36,8 @@ uniform ivec4 uLightRange;
// redefine the matrix names to what they actually represent.
#define ModelMatrix gl_TextureMatrix[7]
#define ViewMatrix gl_ModelViewMatrix
#define ProjectionMatrix gl_ProjectionMatrix
#define TextureMatrix gl_TextureMatrix[0]
#define ViewMatrix gl_ModelViewMatrix
uniform mat4 ModelMatrix;
uniform mat4 TextureMatrix;