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- added option to disable alpha testing for user shaders.
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parent
40da1dbfbc
commit
91df3f8c73
5 changed files with 23 additions and 12 deletions
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@ -43,8 +43,6 @@
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#include "gl/renderer/gl_renderer.h"
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#include "gl/shaders/gl_shader.h"
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extern TArray<UserShaderDesc> usershaders;
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namespace OpenGLRenderer
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{
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@ -104,10 +104,8 @@ void GLSprite::DrawSprite(HWDrawInfo *di, FRenderState &state, bool translucent)
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{
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state.AlphaFunc(Alpha_GEqual, 0.f);
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}
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else
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{
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state.AlphaFunc(Alpha_GEqual, gl_mask_sprite_threshold);
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}
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else if (!gltexture->tex->GetTranslucency()) state.AlphaFunc(Alpha_GEqual, gl_mask_sprite_threshold);
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else state.AlphaFunc(Alpha_Greater, 0.f);
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if (RenderStyle.BlendOp == STYLEOP_Shadow)
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{
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@ -31,8 +31,6 @@
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EXTERN_CVAR(Bool, gl_texture_usehires)
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extern TArray<UserShaderDesc> usershaders;
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//===========================================================================
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//
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// Quick'n dirty image rescaling.
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@ -1154,6 +1154,15 @@ class GLDefsParser
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tex->bDisableFullbright = disable_fullbright;
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}
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void SetShaderIndex(FTexture *tex, unsigned index)
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{
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auto desc = usershaders[index - FIRST_USER_SHADER];
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if (desc.disablealphatest)
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{
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tex->bTranslucent = true;
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}
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tex->shaderindex = index;
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}
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//==========================================================================
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//
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@ -1370,11 +1379,11 @@ class GLDefsParser
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usershaders[i].shaderType == usershader.shaderType &&
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!usershaders[i].defines.Compare(usershader.defines))
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{
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tex->shaderindex = i + FIRST_USER_SHADER;
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SetShaderIndex(tex, i + FIRST_USER_SHADER);
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return;
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}
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}
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tex->shaderindex = usershaders.Push(usershader) + FIRST_USER_SHADER;
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SetShaderIndex(tex, usershaders.Push(usershader) + FIRST_USER_SHADER);
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}
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}
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@ -1570,6 +1579,10 @@ class GLDefsParser
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}
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desc.defines.AppendFormat("#define %s %s\n", defineName.GetChars(), defineValue.GetChars());
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}
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else if (sc.Compare("disablealphatest"))
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{
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desc.disablealphatest = true;
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}
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}
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if (!tex)
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{
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@ -1607,11 +1620,11 @@ class GLDefsParser
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usershaders[i].shaderType == desc.shaderType &&
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!usershaders[i].defines.Compare(desc.defines))
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{
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tex->shaderindex = i + FIRST_USER_SHADER;
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SetShaderIndex(tex, i + FIRST_USER_SHADER);
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return;
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}
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}
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tex->shaderindex = usershaders.Push(desc) + FIRST_USER_SHADER;
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SetShaderIndex(tex, usershaders.Push(desc) + FIRST_USER_SHADER);
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}
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}
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}
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@ -77,8 +77,12 @@ struct UserShaderDesc
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FString shader;
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MaterialShaderIndex shaderType;
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FString defines;
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bool disablealphatest = false;
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};
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extern TArray<UserShaderDesc> usershaders;
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struct FloatRect
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{
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float left,top;
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