- added support code for indexed rendering from Raze.

This commit is contained in:
Christoph Oelckers 2020-09-27 11:53:39 +02:00
parent 2be5dc9238
commit c65fd80fd2
6 changed files with 39 additions and 12 deletions

View File

@ -58,7 +58,7 @@ public:
void Swap();
bool IsHWGammaActive() const { return HWGammaActive; }
void SetVSync(bool vsync);
void SetVSync(bool vsync) override;
void Draw2D() override;
void PostProcessScene(bool swscene, int fixedcm, float flash, const std::function<void()> &afterBloomDrawEndScene2D) override;

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@ -329,12 +329,24 @@ void FGLRenderState::ApplyMaterial(FMaterial *mat, int clampmode, int translatio
if (base->BindOrCreate(tex->GetTexture(), 0, clampmode, translation, layer->scaleFlags))
{
for (int i = 1; i<numLayers; i++)
if (!(layer->scaleFlags & CTF_Indexed))
{
auto systex = static_cast<FHardwareTexture*>(mat->GetLayer(i, 0, &layer));
// fixme: Upscale flags must be disabled for certain layers.
systex->BindOrCreate(layer->layerTexture, i, clampmode, 0, layer->scaleFlags);
maxbound = i;
for (int i = 1; i < numLayers; i++)
{
auto systex = static_cast<FHardwareTexture*>(mat->GetLayer(i, 0, &layer));
// fixme: Upscale flags must be disabled for certain layers.
systex->BindOrCreate(layer->layerTexture, i, clampmode, 0, layer->scaleFlags);
maxbound = i;
}
}
else
{
for (int i = 1; i < 3; i++)
{
auto systex = static_cast<FHardwareTexture*>(mat->GetLayer(i, translation, &layer));
systex->Bind(i, false);
maxbound = i;
}
}
}
// unbind everything from the last texture that's still active

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@ -56,7 +56,7 @@ public:
virtual void Resize(size_t newsize) = 0;
virtual void Map() {} // Only needed by old OpenGL but this needs to be in the interface.
virtual void Unmap() {}
void *Memory() { assert(map); return map; }
void *Memory() { return map; }
size_t Size() { return buffersize; }
};

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@ -4,6 +4,7 @@
#include "matrix.h"
#include "hw_material.h"
#include "texmanip.h"
#include "version.h"
struct FColormap;
class IVertexBuffer;
@ -290,7 +291,7 @@ public:
mStreamData.uGradientBottomPlane = { 0.0f, 0.0f, 0.0f, 0.0f };
mStreamData.uSplitTopPlane = { 0.0f, 0.0f, 0.0f, 0.0f };
mStreamData.uSplitBottomPlane = { 0.0f, 0.0f, 0.0f, 0.0f };
mStreamData.uDynLightColor = { 0.0f, 0.0f, 0.0f, 0.0f };
mStreamData.uDynLightColor = { 0.0f, 0.0f, 0.0f, 1.0f };
mStreamData.uDetailParms = { 0.0f, 0.0f, 0.0f, 0.0f };
#ifdef NPOT_EMULATION
mStreamData.uNpotEmulation = { 0,0 };
@ -459,7 +460,15 @@ public:
void SetDynLight(float r, float g, float b)
{
mStreamData.uDynLightColor = { r, g, b, 0.0f };
mStreamData.uDynLightColor.X = r;
mStreamData.uDynLightColor.Y = g;
mStreamData.uDynLightColor.Z = b;
}
void SetScreenFade(float f)
{
// This component is otherwise unused.
mStreamData.uDynLightColor.W = f;
}
void SetObjectColor(PalEntry pe)
@ -569,7 +578,7 @@ public:
mMaterial.mChanged = true;
mTextureModeFlags = mat->GetLayerFlags();
auto scale = mat->GetDetailScale();
mStreamData.uDetailParms = { scale.X, scale.Y, 0, 0 };
mStreamData.uDetailParms = { scale.X, scale.Y, 2, 0 };
}
void SetMaterial(FGameTexture* tex, EUpscaleFlags upscalemask, int scaleflags, int clampmode, int translation, int overrideshader)

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@ -277,7 +277,7 @@ const FDefaultShader defaultshaders[] =
{"Warp 2", "shaders/glsl/func_warp2.fp", "shaders/glsl/material_normal.fp", ""},
{"Specular", "shaders/glsl/func_spec.fp", "shaders/glsl/material_specular.fp", "#define SPECULAR\n#define NORMALMAP\n"},
{"PBR","shaders/glsl/func_pbr.fp", "shaders/glsl/material_pbr.fp", "#define PBR\n#define NORMALMAP\n"},
{"Paletted", "shaders/glsl/func_paletted.fp", "shaders/glsl/material_nolight.fp", ""},
{"Paletted", "shaders/glsl/func_paletted.fp", "shaders/glsl/material_nolight.fp", "#define PALETTE_EMULATION\n"},
{"No Texture", "shaders/glsl/func_notexture.fp", "shaders/glsl/material_normal.fp", "#define NO_LAYERS\n"},
{"Basic Fuzz", "shaders/glsl/fuzz_standard.fp", "shaders/glsl/material_normal.fp", ""},
{"Smooth Fuzz", "shaders/glsl/fuzz_smooth.fp", "shaders/glsl/material_normal.fp", ""},

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@ -130,6 +130,7 @@ void Draw2D(F2DDrawer *drawer, FRenderState &state)
vb.UploadData(&vertices[0], vertices.Size(), &indices[0], indices.Size());
state.SetVertexBuffer(&vb);
state.EnableFog(false);
state.SetScreenFade(drawer->screenFade);
for(auto &cmd : commands)
{
@ -168,13 +169,17 @@ void Draw2D(F2DDrawer *drawer, FRenderState &state)
}
state.SetFog(cmd.mColor1, 0);
state.SetColor(1, 1, 1, 1, cmd.mDesaturate);
state.SetSoftLightLevel(cmd.mLightLevel);
state.SetLightParms(0, 0);
state.AlphaFunc(Alpha_GEqual, 0.f);
if (cmd.mTexture != nullptr && cmd.mTexture->isValid())
{
auto flags = cmd.mTexture->GetUseType() >= ETextureType::Special? UF_None : cmd.mTexture->GetUseType() == ETextureType::FontChar? UF_Font : UF_Texture;
state.SetMaterial(cmd.mTexture, flags, 0, cmd.mFlags & F2DDrawer::DTF_Wrap ? CLAMP_NONE : CLAMP_XY_NOMIP, cmd.mTranslationId, -1);
auto scaleflags = cmd.mFlags & F2DDrawer::DTF_Indexed ? CTF_Indexed : 0;
state.SetMaterial(cmd.mTexture, flags, scaleflags, cmd.mFlags & F2DDrawer::DTF_Wrap ? CLAMP_NONE : CLAMP_XY_NOMIP, cmd.mTranslationId, -1);
state.EnableTexture(true);
// Canvas textures are stored upside down
@ -226,6 +231,7 @@ void Draw2D(F2DDrawer *drawer, FRenderState &state)
state.EnableBrightmap(true);
state.SetTextureMode(TM_NORMAL);
state.EnableFog(false);
state.SetScreenFade(1);
state.ResetColor();
drawer->mIsFirstPass = false;
twoD.Unclock();