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https://github.com/ZDoom/gzdoom.git
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Revert "- reworked fog uniforms to move the global fog mode setting to the viewpoint buffer."
This reverts commit 8b26b6dd1e
.
This was causing problems with light mode 2 because some edge cases were no longer handled properly.
This commit is contained in:
parent
4c13a8df6e
commit
bc1e659c7b
9 changed files with 32 additions and 19 deletions
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@ -144,7 +144,6 @@ void GLViewpointBuffer::Set2D(int width, int height)
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HWViewpointUniforms matrices;
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matrices.SetDefaults();
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matrices.mProjectionMatrix.ortho(0, width, height, 0, -1.0f, 1.0f);
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matrices.mFogEnabled = 3;
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matrices.CalcDependencies();
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Map();
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memcpy(mBufferPointer, &matrices, sizeof(matrices));
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@ -119,7 +119,7 @@ bool FRenderState::ApplyShader()
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static uint64_t firstFrame = 0;
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// if firstFrame is not yet initialized, initialize it to current time
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// if we're going to overflow a float (after ~4.6 hours, or 24 bits), re-init to regain precision
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if ((firstFrame == 0) || (screen->FrameTime - firstFrame >= 1 << 24) || level.ShaderStartTime >= firstFrame)
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if ((firstFrame == 0) || (screen->FrameTime - firstFrame >= 1<<24) || level.ShaderStartTime >= firstFrame)
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firstFrame = screen->FrameTime;
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static const float nulvec[] = { 0.f, 0.f, 0.f, 0.f };
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@ -133,15 +133,31 @@ bool FRenderState::ApplyShader()
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activeShader->Bind();
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}
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int fogset = 0;
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if (mFogEnabled)
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{
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if (mFogEnabled == 2)
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{
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fogset = -3; // 2D rendering with 'foggy' overlay.
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}
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else if ((mFogColor & 0xffffff) == 0)
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{
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fogset = gl_fogmode;
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}
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else
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{
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fogset = -gl_fogmode;
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}
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}
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glVertexAttrib4fv(VATTR_COLOR, mColor.vec);
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glVertexAttrib4fv(VATTR_NORMAL, mNormal.vec);
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activeShader->muDesaturation.Set(mDesaturation / 255.f);
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activeShader->muFogEnabled.Set(fogset);
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activeShader->muTextureMode.Set(mTextureMode == TM_MODULATE && mTempTM == TM_OPAQUE ? TM_OPAQUE : mTextureMode);
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float fds = mLightParms[2];
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if (!mFogEnabled) mLightParms[2] = 0;
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activeShader->muLightParms.Set(mLightParms);
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mLightParms[2] = fds;
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activeShader->muFogColor.Set(mFogColor);
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activeShader->muObjectColor.Set(mObjectColor);
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activeShader->muObjectColor2.Set(mObjectColor2);
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@ -375,7 +375,6 @@ void FDrawInfo::DrawEndScene2D(sector_t * viewsector)
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HWViewpointUniforms vp = VPUniforms;
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vp.mViewMatrix.loadIdentity();
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vp.mProjectionMatrix = vrmode->GetHUDSpriteProjection();
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vp.mFogEnabled = 0;
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GLRenderer->mViewpoints->SetViewpoint(&vp);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_MULTISAMPLE);
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@ -68,8 +68,6 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
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int uViewHeight; // Software fuzz scaling
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float uClipHeight;
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float uClipHeightDirection;
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int uFogEnabled;
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};
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)";
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@ -100,6 +98,7 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
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i_data += "#define uFogDensity uLightAttr.b\n";
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i_data += "#define uLightFactor uLightAttr.g\n";
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i_data += "#define uLightDist uLightAttr.r\n";
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i_data += "uniform int uFogEnabled;\n";
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// dynamic lights
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i_data += "uniform int uLightIndex;\n";
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@ -331,6 +330,7 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
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muDesaturation.Init(hShader, "uDesaturationFactor");
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muFogEnabled.Init(hShader, "uFogEnabled");
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muTextureMode.Init(hShader, "uTextureMode");
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muLightParms.Init(hShader, "uLightAttr");
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muClipSplit.Init(hShader, "uClipSplit");
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@ -242,6 +242,7 @@ class FShader
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FName mName;
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FBufferedUniform1f muDesaturation;
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FBufferedUniform1i muFogEnabled;
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FBufferedUniform1i muTextureMode;
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FBufferedUniform4f muLightParms;
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FBufferedUniform2f muClipSplit;
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@ -280,6 +280,5 @@ void HWViewpointUniforms::SetDefaults()
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mGlobVis = (float)R_GetGlobVis(r_viewwindow, r_visibility) / 32.f;
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mPalLightLevels = static_cast<int>(gl_bandedswlight) | (static_cast<int>(gl_fogmode) << 8);
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mClipLine.X = -10000000.0f;
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mFogEnabled = gl_fogmode;
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}
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@ -16,7 +16,6 @@ struct HWViewpointUniforms
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int mViewHeight = 0;
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float mClipHeight = 0.f;
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float mClipHeightDirection = 0.f;
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int mFogEnabled = 0;
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void CalcDependencies()
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{
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@ -15,7 +15,7 @@ void main()
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//
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// calculate fog factor
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//
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if (uFogEnabled == 1)
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if (uFogEnabled == -1)
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{
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fogdist = pixelpos.w;
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}
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@ -358,7 +358,7 @@ vec4 getLightColor(Material material, float fogdist, float fogfactor)
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float newlightlevel = 1.0 - R_DoomLightingEquation(uLightLevel);
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color.rgb *= newlightlevel;
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}
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else if (uFogColor.rgb == vec3(0.0))
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else if (uFogEnabled > 0)
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{
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// brightening around the player for light mode 2
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if (fogdist < uLightDist)
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@ -421,7 +421,7 @@ vec3 AmbientOcclusionColor()
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//
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// calculate fog factor
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//
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if (uFogEnabled == 1)
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if (uFogEnabled == -1)
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{
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fogdist = pixelpos.w;
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}
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@ -449,17 +449,17 @@ void main()
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if (frag.a <= uAlphaThreshold) discard;
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#endif
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if (uFogEnabled != 3) // check for special 2D 'fog' mode.
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if (uFogEnabled != -3) // check for special 2D 'fog' mode.
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{
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float fogdist = 0.0;
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float fogfactor = 1.0;
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float fogfactor = 0.0;
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//
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// calculate fog factor
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//
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if (uFogEnabled != 0 && uFogDensity != 0)
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if (uFogEnabled != 0)
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{
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if (uFogEnabled == 1)
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if (uFogEnabled == 1 || uFogEnabled == -1)
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{
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fogdist = pixelpos.w;
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}
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@ -476,7 +476,7 @@ void main()
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//
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// colored fog
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//
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if (uFogColor.rgb != vec3(0.0))
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if (uFogEnabled < 0)
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{
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frag = applyFog(frag, fogfactor);
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}
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@ -494,7 +494,7 @@ void main()
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vec4 cm = (uObjectColor + gray * (uObjectColor2 - uObjectColor)) * 2;
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frag = vec4(clamp(cm.rgb, 0.0, 1.0), frag.a);
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}
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frag = frag * ProcessLight(material, vColor);
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frag = frag * ProcessLight(material, vColor);
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frag.rgb = frag.rgb + uFogColor.rgb;
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}
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FragColor = frag;
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