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https://github.com/ZDoom/qzdoom.git
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- fixed: non-tiled mid textures on a fog boundary require some special clamping to be performed in the shader.
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parent
da87a34a6f
commit
4682736585
4 changed files with 34 additions and 3 deletions
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@ -177,6 +177,11 @@ public:
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mTextureMode = mode;
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}
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int GetTextureMode()
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{
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return mTextureMode;
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}
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void EnableTexture(bool on)
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{
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mTextureEnabled = on;
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@ -338,10 +338,18 @@ void GLWall::RenderTranslucentWall()
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gl_RenderState.EnableTexture(false);
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extra = 0;
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}
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int tmode = gl_RenderState.GetTextureMode();
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gl_SetColor(lightlevel, extra, Colormap, fabsf(alpha));
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if (type!=RENDERWALL_M2SNF) gl_SetFog(lightlevel, extra, &Colormap, isadditive);
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else gl_SetFog(255, 0, NULL, false);
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else
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{
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if (flags & GLT_CLAMPY)
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{
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if (tmode == TM_MODULATE) gl_RenderState.SetTextureMode(TM_CLAMPY);
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}
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gl_SetFog(255, 0, NULL, false);
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}
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RenderWall(RWF_TEXTURED|RWF_NOSPLIT);
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@ -353,6 +361,7 @@ void GLWall::RenderTranslucentWall()
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gl_RenderState.EnableTexture(true);
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}
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gl_RenderState.EnableGlow(false);
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gl_RenderState.SetTextureMode(tmode);
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}
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//==========================================================================
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@ -363,6 +372,7 @@ void GLWall::RenderTranslucentWall()
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void GLWall::Draw(int pass)
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{
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int rel;
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int tmode;
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#ifdef _DEBUG
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if (seg->linedef-lines==879)
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@ -384,13 +394,21 @@ void GLWall::Draw(int pass)
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case GLPASS_PLAIN:
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rel = rellight + getExtraLight();
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gl_SetColor(lightlevel, rel, Colormap,1.0f);
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tmode = gl_RenderState.GetTextureMode();
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if (type!=RENDERWALL_M2SNF) gl_SetFog(lightlevel, rel, &Colormap, false);
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else gl_SetFog(255, 0, NULL, false);
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else
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{
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if (flags & GLT_CLAMPY)
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{
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if (tmode == TM_MODULATE) gl_RenderState.SetTextureMode(TM_CLAMPY);
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}
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gl_SetFog(255, 0, NULL, false);
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}
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gl_RenderState.EnableGlow(!!(flags & GLWF_GLOW));
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gl_RenderState.SetMaterial(gltexture, flags & 3, false, -1, false);
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RenderWall(RWF_TEXTURED|RWF_GLOW);
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gl_RenderState.EnableGlow(false);
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gl_RenderState.SetTextureMode(tmode);
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break;
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case GLPASS_TRANSLUCENT:
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@ -20,6 +20,7 @@ enum TexMode
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TM_OPAQUE, // (r, g, b, 1)
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TM_INVERSE, // (1-r, 1-g, 1-b, a)
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TM_REDTOALPHA, // (1, 1, 1, r)
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TM_CLAMPY, // (r, g, b, (t >= 0.0 && t <= 1.0)? a:0)
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};
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struct RenderContext
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@ -75,6 +75,13 @@ vec4 getTexel(vec2 st)
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case 4: // TM_REDTOALPHA
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texel = vec4(1.0, 1.0, 1.0, texel.r);
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break;
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case 5: // TM_CLAMPY
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if (st.t < 0.0 || st.t > 1.0)
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{
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texel.a = 0.0;
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}
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break;
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}
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texel *= uObjectColor;
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