diff --git a/src/gl/renderer/gl_lightdata.cpp b/src/gl/renderer/gl_lightdata.cpp index c5bf4c1c8e..60bc1bd675 100644 --- a/src/gl/renderer/gl_lightdata.cpp +++ b/src/gl/renderer/gl_lightdata.cpp @@ -144,11 +144,7 @@ void gl_GetRenderStyle(FRenderStyle style, bool drawopaque, bool allowcolorblend int blendequation = renderops[style.BlendOp&15]; int texturemode = drawopaque? TM_OPAQUE : TM_MODULATE; - if (style.Flags & STYLEF_RedIsAlpha) - { - texturemode = TM_REDTOALPHA; - } - else if (style.Flags & STYLEF_ColorIsFixed) + if (style.Flags & STYLEF_ColorIsFixed) { texturemode = TM_MASK; } diff --git a/src/gl/renderer/gl_renderer.cpp b/src/gl/renderer/gl_renderer.cpp index b94995cc7e..f6420ce286 100644 --- a/src/gl/renderer/gl_renderer.cpp +++ b/src/gl/renderer/gl_renderer.cpp @@ -334,17 +334,14 @@ void FGLRenderer::DrawTexture(FTexture *img, DCanvas::DrawParms &parms) if (pal) translation = -pal->GetIndex(); } } - else - { - // This is an alpha texture - gl_RenderState.SetTextureMode(TM_REDTOALPHA); - } - gltex->BindPatch(translation); + gl_SetRenderStyle(parms.style, !parms.masked, false); + gltex->BindPatch(translation, 0, !!(parms.style.Flags & STYLEF_RedIsAlpha)); u1 = gltex->GetUL(); v1 = gltex->GetVT(); u2 = gltex->GetUR(); v2 = gltex->GetVB(); + } else { @@ -391,12 +388,6 @@ void FGLRenderer::DrawTexture(FTexture *img, DCanvas::DrawParms &parms) int space = (static_cast(screen)->GetTrueHeight()-screen->GetHeight())/2; glScissor(parms.lclip, btm - parms.dclip + space, parms.rclip - parms.lclip, parms.dclip - parms.uclip); - gl_SetRenderStyle(parms.style, !parms.masked, false); - if (img->bHasCanvas) - { - gl_RenderState.SetTextureMode(TM_OPAQUE); - } - gl_RenderState.SetColor(color); gl_RenderState.EnableAlphaTest(false); gl_RenderState.Apply(); diff --git a/src/gl/renderer/gl_renderer.h b/src/gl/renderer/gl_renderer.h index 4a4e31c106..fde918d16c 100644 --- a/src/gl/renderer/gl_renderer.h +++ b/src/gl/renderer/gl_renderer.h @@ -91,7 +91,7 @@ public: void DrawScene(bool toscreen = false); void DrawBlend(sector_t * viewsector); - void DrawPSprite (player_t * player,pspdef_t *psp,fixed_t sx, fixed_t sy, bool hudModelStep, int OverrideShader); + void DrawPSprite (player_t * player,pspdef_t *psp,fixed_t sx, fixed_t sy, bool hudModelStep, int OverrideShader, bool alphatexture); void DrawPlayerSprites(sector_t * viewsector, bool hudModelStep); void DrawTargeterSprites(); diff --git a/src/gl/renderer/gl_renderstate.h b/src/gl/renderer/gl_renderstate.h index d01cc53cf2..ab58c95090 100644 --- a/src/gl/renderer/gl_renderstate.h +++ b/src/gl/renderer/gl_renderstate.h @@ -178,7 +178,6 @@ public: void SetTextureMode(int mode) { mTextureMode = mode; - gl.checkTextureMode(mode); } void EnableTexture(bool on) diff --git a/src/gl/scene/gl_decal.cpp b/src/gl/scene/gl_decal.cpp index bc878ec0df..5e490b8a73 100644 --- a/src/gl/scene/gl_decal.cpp +++ b/src/gl/scene/gl_decal.cpp @@ -328,7 +328,7 @@ void GLWall::DrawDecal(DBaseDecal *decal) gl_SetRenderStyle(decal->RenderStyle, false, false); - tex->BindPatch(decal->Translation); + tex->BindPatch(decal->Translation, 0, !!(decal->RenderStyle.Flags & STYLEF_RedIsAlpha)); // If srcalpha is one it looks better with a higher alpha threshold diff --git a/src/gl/scene/gl_sprite.cpp b/src/gl/scene/gl_sprite.cpp index 325fe90828..c051e94ee8 100644 --- a/src/gl/scene/gl_sprite.cpp +++ b/src/gl/scene/gl_sprite.cpp @@ -221,7 +221,7 @@ void GLSprite::Draw(int pass) gl_RenderState.SetFog(0, 0); } - if (gltexture) gltexture->BindPatch(translation, OverrideShader); + if (gltexture) gltexture->BindPatch(translation, OverrideShader, !!(RenderStyle.Flags & STYLEF_RedIsAlpha)); else if (!modelframe) gl_RenderState.EnableTexture(false); if (!modelframe) diff --git a/src/gl/scene/gl_weapon.cpp b/src/gl/scene/gl_weapon.cpp index 57d05931fe..1b0c990536 100644 --- a/src/gl/scene/gl_weapon.cpp +++ b/src/gl/scene/gl_weapon.cpp @@ -69,7 +69,7 @@ EXTERN_CVAR(Int, gl_fuzztype) // //========================================================================== -void FGLRenderer::DrawPSprite (player_t * player,pspdef_t *psp,fixed_t sx, fixed_t sy, bool hudModelStep, int OverrideShader) +void FGLRenderer::DrawPSprite (player_t * player,pspdef_t *psp,fixed_t sx, fixed_t sy, bool hudModelStep, int OverrideShader, bool alphatexture) { float fU1,fV1; float fU2,fV2; @@ -95,7 +95,7 @@ void FGLRenderer::DrawPSprite (player_t * player,pspdef_t *psp,fixed_t sx, fixed FMaterial * tex = FMaterial::ValidateTexture(lump, false); if (!tex) return; - tex->BindPatch(0, OverrideShader); + tex->BindPatch(0, OverrideShader, alphatexture); int vw = viewwidth; int vh = viewheight; @@ -386,7 +386,7 @@ void FGLRenderer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep) gl_SetDynSpriteLight(playermo, NULL); gl_SetColor(statebright[i] ? 255 : lightlevel, 0, &cmc, trans, true); } - DrawPSprite (player,psp,psp->sx+ofsx, psp->sy+ofsy, hudModelStep, OverrideShader); + DrawPSprite(player, psp, psp->sx + ofsx, psp->sy + ofsy, hudModelStep, OverrideShader, !!(vis.RenderStyle.Flags & STYLEF_RedIsAlpha)); } } gl_RenderState.SetObjectColor(0xffffffff); @@ -420,5 +420,5 @@ void FGLRenderer::DrawTargeterSprites() // The Targeter's sprites are always drawn normally. for (i=ps_targetcenter, psp = &player->psprites[ps_targetcenter]; istate) DrawPSprite (player,psp,psp->sx, psp->sy, false, 0); + if (psp->state) DrawPSprite (player,psp,psp->sx, psp->sy, false, 0, false); } \ No newline at end of file diff --git a/src/gl/system/gl_interface.h b/src/gl/system/gl_interface.h index 8618c246af..45e0a09acc 100644 --- a/src/gl/system/gl_interface.h +++ b/src/gl/system/gl_interface.h @@ -20,9 +20,6 @@ enum TexMode TM_MASK = 1, // (1, 1, 1, a) TM_OPAQUE = 2, // (r, g, b, 1) TM_INVERSE = 3, // (1-r, 1-g, 1-b, a) - TM_REDTOALPHA = 4, // (1, 1, 1, r) - - // 4 cannot be done natively without shaders and requires special textures. }; struct RenderContext @@ -33,7 +30,6 @@ struct RenderContext float glslversion; int max_texturesize; char * vendorstring; - bool needAlphaTexture; int MaxLights() const { @@ -44,11 +40,6 @@ struct RenderContext { return glslversion >= 1.3f; } - - void checkTextureMode(int mode) - { - if (!hasGLSL()) needAlphaTexture = (mode == TM_REDTOALPHA); - } }; extern RenderContext gl; diff --git a/src/gl/textures/gl_material.cpp b/src/gl/textures/gl_material.cpp index 9faf996be8..ce3c75181d 100644 --- a/src/gl/textures/gl_material.cpp +++ b/src/gl/textures/gl_material.cpp @@ -883,7 +883,7 @@ void FMaterial::Bind(int clampmode, int translation, int overrideshader) // //=========================================================================== -void FMaterial::BindPatch(int translation, int overrideshader) +void FMaterial::BindPatch(int translation, int overrideshader, bool alphatexture) { int usebright = false; int shaderindex = overrideshader > 0? overrideshader : mShaderIndex; @@ -891,7 +891,7 @@ void FMaterial::BindPatch(int translation, int overrideshader) int softwarewarp = gl_RenderState.SetupShader(tex->bHasCanvas, shaderindex, tex->gl_info.shaderspeed); - const FHardwareTexture *glpatch = mBaseLayer->BindPatch(0, translation, softwarewarp, gl.needAlphaTexture); + const FHardwareTexture *glpatch = mBaseLayer->BindPatch(0, translation, softwarewarp, alphatexture); // The only multitexture effect usable on sprites is the brightmap. if (glpatch != NULL && shaderindex == 3) { diff --git a/src/gl/textures/gl_material.h b/src/gl/textures/gl_material.h index f01e39cd34..e1a5e93cde 100644 --- a/src/gl/textures/gl_material.h +++ b/src/gl/textures/gl_material.h @@ -135,7 +135,7 @@ public: } void Bind(int clamp = 0, int translation = 0, int overrideshader = 0); - void BindPatch(int translation = 0, int overrideshader = 0); + void BindPatch(int translation = 0, int overrideshader = 0, bool alphatexture = false); unsigned char * CreateTexBuffer(int translation, int & w, int & h, bool expand = false, bool allowhires=true) const { diff --git a/wadsrc/static/shaders/glsl/main.fp b/wadsrc/static/shaders/glsl/main.fp index d4334251b3..086cda7f90 100644 --- a/wadsrc/static/shaders/glsl/main.fp +++ b/wadsrc/static/shaders/glsl/main.fp @@ -155,10 +155,6 @@ vec4 getTexel(vec2 st) texel = vec4(1.0-texel.r, 1.0-texel.g, 1.0-texel.b, texel.a); return texel; } - else if (texturemode == 4) - { - texel = vec4(1.0, 1.0, 1.0, texel.r); - } else if (texturemode == 2) { texel.a = 1.0; diff --git a/wadsrc/static/shaders/glsl/main_colormap.fp b/wadsrc/static/shaders/glsl/main_colormap.fp index d78a21f5f8..5f88baaa7f 100644 --- a/wadsrc/static/shaders/glsl/main_colormap.fp +++ b/wadsrc/static/shaders/glsl/main_colormap.fp @@ -26,10 +26,6 @@ vec4 getTexel(vec2 st) texel = vec4(1.0-texel.r, 1.0-texel.g, 1.0-texel.b, texel.a); return texel; } - else if (texturemode == 4) - { - texel = vec4(1.0, 1.0, 1.0, texel.r); - } else if (texturemode == 2) { texel.a = 1.0;