- basics for using hardware clip planes to split translucent stuff by 3D floor planes.

This commit is contained in:
Christoph Oelckers 2015-04-05 18:55:21 +02:00
parent 8762ab48d3
commit 45526c2769
4 changed files with 49 additions and 0 deletions

View file

@ -86,6 +86,7 @@ void FRenderState::Reset()
mSpecialEffect = EFF_NONE; mSpecialEffect = EFF_NONE;
mClipHeightTop = 65536.f; mClipHeightTop = 65536.f;
mClipHeightBottom = -65536.f; mClipHeightBottom = -65536.f;
ClearClipSplit();
stSrcBlend = stDstBlend = -1; stSrcBlend = stDstBlend = -1;
stBlendEquation = -1; stBlendEquation = -1;
@ -141,6 +142,7 @@ bool FRenderState::ApplyShader()
activeShader->muTimer.Set(gl_frameMS * mShaderTimer / 1000.f); activeShader->muTimer.Set(gl_frameMS * mShaderTimer / 1000.f);
activeShader->muAlphaThreshold.Set(mAlphaThreshold); activeShader->muAlphaThreshold.Set(mAlphaThreshold);
activeShader->muLightIndex.Set(mLightIndex); // will always be -1 for now activeShader->muLightIndex.Set(mLightIndex); // will always be -1 for now
activeShader->muClipSplit.Set(mClipSplit);
if (mGlowEnabled) if (mGlowEnabled)
{ {

View file

@ -73,6 +73,7 @@ class FRenderState
PalEntry mFogColor; PalEntry mFogColor;
PalEntry mObjectColor; PalEntry mObjectColor;
FStateVec4 mDynColor; FStateVec4 mDynColor;
float mClipSplit[2];
int mEffectState; int mEffectState;
int mColormapState; int mColormapState;
@ -279,6 +280,28 @@ public:
return mFogColor; return mFogColor;
} }
void SetClipSplit(float bottom, float top)
{
mClipSplit[0] = bottom;
mClipSplit[1] = top;
}
void SetClipSplit(float *vals)
{
memcpy(mClipSplit, vals, 2 * sizeof(float));
}
void GetClipSplit(float *out)
{
memcpy(out, mClipSplit, 2 * sizeof(float));
}
void ClearClipSplit()
{
mClipSplit[0] = -1000000.f;
mClipSplit[1] = 1000000.f;
}
void BlendFunc(int src, int dst) void BlendFunc(int src, int dst)
{ {
if (!gl_direct_state_change) if (!gl_direct_state_change)

View file

@ -205,6 +205,7 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
muTextureMode.Init(hShader, "uTextureMode"); muTextureMode.Init(hShader, "uTextureMode");
muCameraPos.Init(hShader, "uCameraPos"); muCameraPos.Init(hShader, "uCameraPos");
muLightParms.Init(hShader, "uLightAttr"); muLightParms.Init(hShader, "uLightAttr");
muClipSplit.Init(hShader, "uClipSplit");
muColormapStart.Init(hShader, "uFixedColormapStart"); muColormapStart.Init(hShader, "uFixedColormapStart");
muColormapRange.Init(hShader, "uFixedColormapRange"); muColormapRange.Init(hShader, "uFixedColormapRange");
muLightIndex.Init(hShader, "uLightIndex"); muLightIndex.Init(hShader, "uLightIndex");

View file

@ -103,6 +103,28 @@ public:
} }
}; };
class FBufferedUniform2f
{
float mBuffer[2];
int mIndex;
public:
void Init(GLuint hShader, const GLchar *name)
{
mIndex = glGetUniformLocation(hShader, name);
memset(mBuffer, 0, sizeof(mBuffer));
}
void Set(const float *newvalue)
{
if (memcmp(newvalue, mBuffer, sizeof(mBuffer)))
{
memcpy(mBuffer, newvalue, sizeof(mBuffer));
glUniform2fv(mIndex, 1, newvalue);
}
}
};
class FBufferedUniform4f class FBufferedUniform4f
{ {
float mBuffer[4]; float mBuffer[4];
@ -184,6 +206,7 @@ class FShader
FBufferedUniform1i muTextureMode; FBufferedUniform1i muTextureMode;
FBufferedUniform4f muCameraPos; FBufferedUniform4f muCameraPos;
FBufferedUniform4f muLightParms; FBufferedUniform4f muLightParms;
FBufferedUniform2f muClipSplit;
FUniform1i muFixedColormap; FUniform1i muFixedColormap;
FUniform4f muColormapStart; FUniform4f muColormapStart;
FUniform4f muColormapRange; FUniform4f muColormapRange;