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https://github.com/ZDoom/qzdoom.git
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- stated adding GL 2.0 compatibility handling
This commit is contained in:
parent
eb27057853
commit
7e6e2bc0a8
5 changed files with 329 additions and 3 deletions
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@ -1027,6 +1027,7 @@ set( FASTMATH_SOURCES
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sound/sndfile_decoder.cpp
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sound/music_pseudo_mididevice.cpp
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wildmidi/wildmidi_lib.cpp
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gl/compatibility/gl_20.cpp
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gl/data/gl_data.cpp
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gl/data/gl_portaldata.cpp
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gl/data/gl_setup.cpp
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310
src/gl/compatibility/gl_20.cpp
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310
src/gl/compatibility/gl_20.cpp
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@ -0,0 +1,310 @@
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/*
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** gl_20.cpp
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**
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** Fallback code for ancient hardware
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** This file collects everything larger that is only needed for
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** OpenGL 2.0/no shader compatibility.
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**
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**---------------------------------------------------------------------------
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** Copyright 2005-2016 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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** 4. Full disclosure of the entire project's source code, except for third
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** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "gl/system/gl_system.h"
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#include "tarray.h"
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#include "doomtype.h"
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#include "m_argv.h"
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#include "zstring.h"
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#include "version.h"
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#include "i_system.h"
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#include "v_text.h"
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#include "r_utility.h"
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#include "gl/system/gl_interface.h"
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#include "gl/system/gl_cvars.h"
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#include "gl/renderer/gl_renderstate.h"
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void gl_SetTextureMode(int type)
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{
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static float white[] = {1.f,1.f,1.f,1.f};
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if (type == TM_MASK)
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{
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PRIMARY_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PRIMARY_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_TEXTURE0);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA);
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}
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else if (type == TM_OPAQUE)
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{
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE0);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PRIMARY_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PRIMARY_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
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}
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else if (type == TM_INVERSE)
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{
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE0);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PRIMARY_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_ONE_MINUS_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PRIMARY_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_TEXTURE0);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA);
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}
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else if (type == TM_INVERTOPAQUE)
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{
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE0);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PRIMARY_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_ONE_MINUS_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PRIMARY_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
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}
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else // if (type == TM_MODULATE)
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{
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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}
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}
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//===========================================================================
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//
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// FGLTex::WarpBuffer
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//
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//===========================================================================
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BYTE *gl_WarpBuffer(BYTE *buffer, int Width, int Height, int warp, float Speed)
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{
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if (Width > 256 || Height > 256) return buffer;
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DWORD *in = (DWORD*)buffer;
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DWORD *out = (DWORD*)new BYTE[4 * Width*Height];
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static DWORD linebuffer[256]; // anything larger will bring down performance so it is excluded above.
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DWORD timebase = DWORD(r_FrameTime*Speed * 23 / 28);
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int xsize = Width;
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int ysize = Height;
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int xmask = xsize - 1;
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int ymask = ysize - 1;
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int ds_xbits;
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int i, x;
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if (warp == 1)
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{
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for (ds_xbits = -1, i = Width; i; i >>= 1, ds_xbits++);
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for (x = xsize - 1; x >= 0; x--)
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{
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int yt, yf = (finesine[(timebase + (x + 17) * 128)&FINEMASK] >> 13) & ymask;
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const DWORD *source = in + x;
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DWORD *dest = out + x;
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for (yt = ysize; yt; yt--, yf = (yf + 1)&ymask, dest += xsize)
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{
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*dest = *(source + (yf << ds_xbits));
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}
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}
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timebase = DWORD(r_FrameTime*Speed * 32 / 28);
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int y;
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for (y = ysize - 1; y >= 0; y--)
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{
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int xt, xf = (finesine[(timebase + y * 128)&FINEMASK] >> 13) & xmask;
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DWORD *source = out + (y << ds_xbits);
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DWORD *dest = linebuffer;
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for (xt = xsize; xt; xt--, xf = (xf + 1)&xmask)
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{
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*dest++ = *(source + xf);
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}
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memcpy(out + y*xsize, linebuffer, xsize * sizeof(DWORD));
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}
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}
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else
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{
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int ybits;
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for (ybits = -1, i = ysize; i; i >>= 1, ybits++);
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DWORD timebase = (r_FrameTime * Speed * 40 / 28);
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for (x = xsize - 1; x >= 0; x--)
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{
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for (int y = ysize - 1; y >= 0; y--)
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{
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int xt = (x + 128
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+ ((finesine[(y * 128 + timebase * 5 + 900) & 8191] * 2) >> FRACBITS)
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+ ((finesine[(x * 256 + timebase * 4 + 300) & 8191] * 2) >> FRACBITS)) & xmask;
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int yt = (y + 128
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+ ((finesine[(y * 128 + timebase * 3 + 700) & 8191] * 2) >> FRACBITS)
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+ ((finesine[(x * 256 + timebase * 4 + 1200) & 8191] * 2) >> FRACBITS)) & ymask;
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const DWORD *source = in + (xt << ybits) + yt;
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DWORD *dest = out + (x << ybits) + y;
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*dest = *source;
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}
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}
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}
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delete[] buffer;
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return (BYTE*)out;
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}
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static int ffTextureMode;
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static bool ffTextureEnabled;
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static bool ffFogEnabled;
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static PalEntry ffFogColor;
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static int ffSpecialEffect;
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static float ffFogDensity;
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void FRenderState::ApplyFixedFunction()
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{
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if (mTextureMode != ffTextureMode)
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{
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ffTextureMode = mTextureMode;
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if (ffTextureMode == TM_CLAMPY) ffTextureMode = TM_MODULATE; // this cannot be replicated. Too bad if it creates visual artifacts
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gl_SetTextureMode(ffTextureMode);
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}
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if (mTextureEnabled != ffTextureEnabled)
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{
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if ((ffTextureEnabled = mTextureEnabled)) glEnable(GL_TEXTURE_2D);
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else glDisable(GL_TEXTURE_2D);
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}
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if (mFogEnabled != ffFogEnabled)
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{
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if ((ffFogEnabled = mFogEnabled))
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{
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glEnable(GL_FOG);
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}
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else glDisable(GL_FOG);
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}
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if (mFogEnabled)
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{
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if (ffFogColor != mFogColor)
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{
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ffFogColor = mFogColor;
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GLfloat FogColor[4] = { mFogColor.r / 255.0f,mFogColor.g / 255.0f,mFogColor.b / 255.0f,0.0f };
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glFogfv(GL_FOG_COLOR, FogColor);
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}
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if (ffFogDensity != mLightParms[2])
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{
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glFogf(GL_FOG_DENSITY, mLightParms[2] * -0.6931471f); // = 1/log(2)
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ffFogDensity = mLightParms[2];
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}
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}
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if (mSpecialEffect != ffSpecialEffect)
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{
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switch (ffSpecialEffect)
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{
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case EFF_SPHEREMAP:
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glDisable(GL_TEXTURE_GEN_T);
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glDisable(GL_TEXTURE_GEN_S);
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default:
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break;
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}
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switch (mSpecialEffect)
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{
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case EFF_SPHEREMAP:
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// Use sphere mapping for this
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glEnable(GL_TEXTURE_GEN_T);
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glEnable(GL_TEXTURE_GEN_S);
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glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
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glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
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break;
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default:
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break;
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}
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ffSpecialEffect = mSpecialEffect;
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}
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FStateVec4 col = mColor;
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if (mColormapState == CM_LITE)
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{
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if (gl_enhanced_nightvision)
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{
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col.vec[0] = 0.375f, col.vec[1] = 1.0f, col.vec[2] = 0.375f;
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}
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else
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{
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col.vec[0] = col.vec[1] = col.vec[2] = 1.f;
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}
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}
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else if (mColormapState >= CM_TORCH)
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{
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int flicker = mColormapState - CM_TORCH;
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col.vec[0] = (0.8f + (7 - flicker) / 70.0f);
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if (col.vec[0] > 1.0f) col.vec[0] = 1.0f;
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col.vec[1] = col.vec[2] = col.vec[0];
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if (gl_enhanced_nightvision) col.vec[0] = col.vec[0] * 0.75f;
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}
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col.vec[0] += mDynColor.vec[0];
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col.vec[1] += mDynColor.vec[1];
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col.vec[2] += mDynColor.vec[2];
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col.vec[0] = clamp(col.vec[0], 0.f, 1.f);
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col.vec[0] = clamp(col.vec[0], 0.f, 1.f);
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col.vec[1] = clamp(col.vec[1], 0.f, 1.f);
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col.vec[2] = clamp(col.vec[2], 0.f, 1.f);
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col.vec[3] = clamp(col.vec[3], 0.f, 1.f);
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col.vec[0] *= (mObjectColor.r / 255.f);
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col.vec[1] *= (mObjectColor.g / 255.f);
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col.vec[2] *= (mObjectColor.b / 255.f);
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col.vec[3] *= (mObjectColor.a / 255.f);
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glColor4fv(col.vec);
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if (mAlphaThreshold > 0)
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{
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glEnable(GL_ALPHA_TEST);
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glAlphaFunc(GL_GREATER, mAlphaThreshold);
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}
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else
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{
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glDisable(GL_ALPHA_TEST);
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}
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}
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@ -285,7 +285,7 @@ void FRenderState::Apply()
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}
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else
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{
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//ApplyFixedFunction();
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ApplyFixedFunction();
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}
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}
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@ -59,7 +59,6 @@ class FRenderState
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int mSrcBlend, mDstBlend;
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float mAlphaThreshold;
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int mBlendEquation;
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bool mAlphaTest;
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bool m2D;
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bool mModelMatrixEnabled;
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bool mTextureMatrixEnabled;
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@ -110,9 +109,10 @@ public:
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// textures without their own palette are a special case for use as an alpha texture:
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// They use the color index directly as an alpha value instead of using the palette's red.
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// To handle this case, we need to set a special translation for such textures.
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// Without shaders this translation must be applied to any texture.
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if (alphatexture)
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{
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if (mat->tex->UseBasePalette()) translation = TRANSLATION(TRANSLATION_Standard, 8);
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if (mat->tex->UseBasePalette() || gl.glslversion == 0) translation = TRANSLATION(TRANSLATION_Standard, 8);
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}
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mEffectState = overrideshader >= 0? overrideshader : mat->mShaderIndex;
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mShaderTimer = mat->tex->gl_info.shaderspeed;
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{
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mInterpolationFactor = fac;
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}
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// Backwards compatibility crap follows
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void ApplyFixedFunction();
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};
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extern FRenderState gl_RenderState;
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@ -43,6 +43,7 @@
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#include "version.h"
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#include "i_system.h"
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#include "v_text.h"
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#include "r_data/r_translate.h"
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#include "gl/system/gl_interface.h"
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#include "gl/system/gl_cvars.h"
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glGetIntegerv(GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS, &v);
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Printf("Max. vertex shader storage blocks: %d\n", v);
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// For shader-less, the special alphatexture translation must be changed to actually set the alpha, because it won't get translated by a shader.
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if (gl.glslversion == 0)
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{
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FRemapTable *remap = translationtables[TRANSLATION_Standard][8];
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for (int i = 0; i < 256; i++)
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{
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remap->Remap[i] = i;
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remap->Palette[i] = PalEntry(i, 255, 255);
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}
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}
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}
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