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https://github.com/ZDoom/gzdoom.git
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- removed all GL dependencies from gl_material.h.
This commit is contained in:
parent
5e8a4b96fe
commit
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11 changed files with 29 additions and 25 deletions
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@ -49,6 +49,7 @@
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#include "gl/shaders/gl_presentshader.h"
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#include "gl/shaders/gl_presentshader.h"
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#include "gl/shaders/gl_postprocessshaderinstance.h"
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#include "gl/shaders/gl_postprocessshaderinstance.h"
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#include "gl/stereo3d/gl_stereo3d.h"
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#include "gl/stereo3d/gl_stereo3d.h"
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#include "gl/textures/gl_hwtexture.h"
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#include "r_videoscale.h"
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#include "r_videoscale.h"
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//==========================================================================
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//==========================================================================
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@ -33,6 +33,7 @@
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#include "gl/system/gl_cvars.h"
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#include "gl/system/gl_cvars.h"
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#include "gl/shaders/gl_shader.h"
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#include "gl/shaders/gl_shader.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/renderer/gl_colormap.h"
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#include "gl/dynlights//gl_lightbuffer.h"
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#include "gl/dynlights//gl_lightbuffer.h"
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#include "gl/renderer/gl_renderbuffers.h"
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#include "gl/renderer/gl_renderbuffers.h"
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@ -29,6 +29,7 @@
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#include "gl/system/gl_debug.h"
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#include "gl/system/gl_debug.h"
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#include "gl/data/gl_vertexbuffer.h"
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#include "gl/data/gl_vertexbuffer.h"
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#include "gl/shaders/gl_shader.h"
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#include "gl/shaders/gl_shader.h"
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#include "gl/textures/gl_hwtexture.h"
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#include "gl_swscene.h"
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#include "gl_swscene.h"
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#include "w_wad.h"
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#include "w_wad.h"
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#include "d_player.h"
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#include "d_player.h"
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@ -116,8 +116,8 @@ public:
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enum
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enum
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{
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{
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//GLWF_CLAMPX=1, use GLT_* for these!
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GLWF_CLAMPX=1,
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//GLWF_CLAMPY=2,
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GLWF_CLAMPY=2,
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GLWF_SKYHACK=4,
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GLWF_SKYHACK=4,
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GLWF_GLOW=8, // illuminated by glowing flats
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GLWF_GLOW=8, // illuminated by glowing flats
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GLWF_NOSPLITUPPER=16,
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GLWF_NOSPLITUPPER=16,
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@ -33,6 +33,7 @@
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#include "hwrenderer/dynlights/hw_dynlightdata.h"
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#include "hwrenderer/dynlights/hw_dynlightdata.h"
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#include "gl/system/gl_cvars.h"
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#include "gl/system/gl_cvars.h"
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#include "gl/system/gl_interface.h"
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#include "gl/renderer/gl_lightdata.h"
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#include "gl/renderer/gl_lightdata.h"
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#include "gl/scene/gl_drawinfo.h"
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#include "gl/scene/gl_drawinfo.h"
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#include "gl/scene/gl_portal.h"
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#include "gl/scene/gl_portal.h"
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@ -601,7 +602,7 @@ bool GLWall::SetWallCoordinates(seg_t * seg, FTexCoordInfo *tci, float textureto
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{
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{
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bool normalize = false;
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bool normalize = false;
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if (gltexture->tex->bHasCanvas) normalize = true;
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if (gltexture->tex->bHasCanvas) normalize = true;
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else if (flags & GLT_CLAMPY)
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else if (flags & GLWF_CLAMPY)
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{
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{
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// for negative scales we can get negative coordinates here.
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// for negative scales we can get negative coordinates here.
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normalize = (tcs[UPLFT].v > tcs[LOLFT].v || tcs[UPRGT].v > tcs[LORGT].v);
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normalize = (tcs[UPLFT].v > tcs[LOLFT].v || tcs[UPRGT].v > tcs[LORGT].v);
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@ -651,7 +652,7 @@ void GLWall::CheckTexturePosition(FTexCoordInfo *tci)
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if ((tcs[UPLFT].v == 0.f && tcs[UPRGT].v == 0.f && tcs[LOLFT].v <= 1.f && tcs[LORGT].v <= 1.f) ||
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if ((tcs[UPLFT].v == 0.f && tcs[UPRGT].v == 0.f && tcs[LOLFT].v <= 1.f && tcs[LORGT].v <= 1.f) ||
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(tcs[UPLFT].v >= 0.f && tcs[UPRGT].v >= 0.f && tcs[LOLFT].v == 1.f && tcs[LORGT].v == 1.f))
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(tcs[UPLFT].v >= 0.f && tcs[UPRGT].v >= 0.f && tcs[LOLFT].v == 1.f && tcs[LORGT].v == 1.f))
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{
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{
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flags |= GLT_CLAMPY;
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flags |= GLWF_CLAMPY;
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}
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}
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}
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}
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else
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else
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@ -672,7 +673,7 @@ void GLWall::CheckTexturePosition(FTexCoordInfo *tci)
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if ((tcs[LOLFT].v == 0.f && tcs[LORGT].v == 0.f && tcs[UPLFT].v <= 1.f && tcs[UPRGT].v <= 1.f) ||
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if ((tcs[LOLFT].v == 0.f && tcs[LORGT].v == 0.f && tcs[UPLFT].v <= 1.f && tcs[UPRGT].v <= 1.f) ||
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(tcs[LOLFT].v >= 0.f && tcs[LORGT].v >= 0.f && tcs[UPLFT].v == 1.f && tcs[UPRGT].v == 1.f))
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(tcs[LOLFT].v >= 0.f && tcs[LORGT].v >= 0.f && tcs[UPLFT].v == 1.f && tcs[UPRGT].v == 1.f))
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{
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{
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flags |= GLT_CLAMPY;
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flags |= GLWF_CLAMPY;
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}
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}
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}
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}
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@ -688,7 +689,7 @@ void GLWall::CheckTexturePosition(FTexCoordInfo *tci)
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if ((tcs[UPLFT].u == 0.f && tcs[LOLFT].u == 0.f && tcs[UPRGT].u <= 1.f && tcs[LORGT].u <= 1.f) ||
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if ((tcs[UPLFT].u == 0.f && tcs[LOLFT].u == 0.f && tcs[UPRGT].u <= 1.f && tcs[LORGT].u <= 1.f) ||
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(tcs[UPLFT].u >= 0.f && tcs[LOLFT].u >= 0.f && tcs[UPRGT].u == 1.f && tcs[LORGT].u == 1.f))
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(tcs[UPLFT].u >= 0.f && tcs[LOLFT].u >= 0.f && tcs[UPRGT].u == 1.f && tcs[LORGT].u == 1.f))
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{
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{
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flags |= GLT_CLAMPX;
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flags |= GLWF_CLAMPX;
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}
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}
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}
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}
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}
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}
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@ -941,15 +942,15 @@ void GLWall::DoMidTexture(seg_t * seg, bool drawfogboundary,
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if ((textureoffset == 0 && righttex <= tci.mRenderWidth) ||
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if ((textureoffset == 0 && righttex <= tci.mRenderWidth) ||
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(textureoffset >= 0 && righttex == tci.mRenderWidth))
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(textureoffset >= 0 && righttex == tci.mRenderWidth))
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{
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{
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flags |= GLT_CLAMPX;
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flags |= GLWF_CLAMPX;
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}
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}
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else
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else
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{
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{
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flags &= ~GLT_CLAMPX;
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flags &= ~GLWF_CLAMPX;
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}
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}
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if (!wrap)
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if (!wrap)
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{
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{
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flags |= GLT_CLAMPY;
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flags |= GLWF_CLAMPY;
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}
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}
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}
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}
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if (mirrory)
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if (mirrory)
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@ -1081,7 +1082,7 @@ void GLWall::DoMidTexture(seg_t * seg, bool drawfogboundary,
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}
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}
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// restore some values that have been altered in this function
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// restore some values that have been altered in this function
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glseg=glsave;
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glseg=glsave;
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flags&=~(GLT_CLAMPX|GLT_CLAMPY|GLWF_NOSPLITUPPER|GLWF_NOSPLITLOWER);
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flags&=~(GLWF_CLAMPX|GLWF_CLAMPY|GLWF_NOSPLITUPPER|GLWF_NOSPLITLOWER);
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RenderStyle = STYLE_Normal;
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RenderStyle = STYLE_Normal;
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}
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}
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@ -1192,7 +1193,7 @@ void GLWall::BuildFFBlock(seg_t * seg, F3DFloor * rover,
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alpha = 1.0f;
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alpha = 1.0f;
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lightlevel = savelight;
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lightlevel = savelight;
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Colormap = savecolor;
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Colormap = savecolor;
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flags &= ~GLT_CLAMPY;
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flags &= ~GLWF_CLAMPY;
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}
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}
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@ -327,7 +327,7 @@ void GLWall::RenderTextured(int rflags)
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if (type == RENDERWALL_M2SNF)
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if (type == RENDERWALL_M2SNF)
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{
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{
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if (flags & GLT_CLAMPY)
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if (flags & GLWF_CLAMPY)
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{
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{
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if (tmode == TM_MODULATE) gl_RenderState.SetTextureMode(TM_CLAMPY);
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if (tmode == TM_MODULATE) gl_RenderState.SetTextureMode(TM_CLAMPY);
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}
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}
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@ -34,6 +34,7 @@
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#include "gl/system/gl_cvars.h"
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#include "gl/system/gl_cvars.h"
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#include "gl/system/gl_debug.h"
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#include "gl/system/gl_debug.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/renderer/gl_colormap.h"
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#include "gl/textures/gl_material.h"
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#include "gl/textures/gl_material.h"
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#include "gl/textures/gl_samplers.h"
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#include "gl/textures/gl_samplers.h"
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@ -16,18 +16,13 @@ class FCanvasTexture;
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class AActor;
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class AActor;
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typedef TMap<int, bool> SpriteHits;
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typedef TMap<int, bool> SpriteHits;
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// For error catching while changing parameters.
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// For error catching while changing parameters.
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enum EInvalid
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enum EInvalid
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{
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{
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Invalid = 0
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Invalid = 0
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};
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};
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enum
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{
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GLT_CLAMPX=1,
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GLT_CLAMPY=2
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};
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class FHardwareTexture
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class FHardwareTexture
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{
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{
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public:
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public:
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@ -30,6 +30,7 @@
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#include "gl/system/gl_interface.h"
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#include "gl/system/gl_interface.h"
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#include "gl/system/gl_framebuffer.h"
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#include "gl/system/gl_framebuffer.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/textures/gl_hwtexture.h"
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#include "gl/textures/gl_material.h"
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#include "gl/textures/gl_material.h"
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#include "gl/shaders/gl_shader.h"
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#include "gl/shaders/gl_shader.h"
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{
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{
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for(int i=mMaterials.Size()-1;i>=0;i--)
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for(int i=mMaterials.Size()-1;i>=0;i--)
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{
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{
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mMaterials[i]->Clean(true);
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mMaterials[i]->mBaseLayer->Clean(true);
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}
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}
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// This is for shader layers. All shader layers must be managed by the texture manager
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// This is for shader layers. All shader layers must be managed by the texture manager
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// so this will catch everything.
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// so this will catch everything.
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@ -652,3 +653,9 @@ void FMaterial::ClearLastTexture()
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{
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{
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last = NULL;
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last = NULL;
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}
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}
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void FMaterial::Clean(bool f)
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{
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// This somehow needs to deal with the other layers as well, but they probably need some form of reference counting to work properly...
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mBaseLayer->Clean(f);
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}
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@ -4,8 +4,6 @@
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#include "m_fixed.h"
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#include "m_fixed.h"
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#include "textures/textures.h"
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#include "textures/textures.h"
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#include "gl/textures/gl_hwtexture.h"
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#include "gl/renderer/gl_colormap.h"
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#include "i_system.h"
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#include "i_system.h"
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#include "r_defs.h"
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#include "r_defs.h"
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@ -112,10 +110,7 @@ public:
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void Bind(int clamp, int translation);
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void Bind(int clamp, int translation);
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void Clean(bool f)
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void Clean(bool f);
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{
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mBaseLayer->Clean(f);
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}
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void BindToFrameBuffer();
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void BindToFrameBuffer();
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// Patch drawing utilities
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// Patch drawing utilities
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#include "r_data/r_translate.h"
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#include "r_data/r_translate.h"
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#include <vector>
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#include <vector>
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typedef TMap<int, bool> SpriteHits;
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enum MaterialShaderIndex
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enum MaterialShaderIndex
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{
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{
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SHADER_Default,
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SHADER_Default,
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