- handle normals for spheremapped mirror surfaces using non-deprecated features.

- move all WGL references out of global header files so that global wgl header include is no longer necessary
This commit is contained in:
Christoph Oelckers 2014-07-14 19:54:07 +02:00
parent ed5ee4e8d1
commit 84a49e37ee
4 changed files with 26 additions and 11 deletions

View File

@ -321,7 +321,13 @@ void GLWall::RenderMirrorSurface()
// For the sphere map effect we need a normal of the mirror surface,
Vector v(glseg.y2-glseg.y1, 0 ,-glseg.x2+glseg.x1);
v.Normalize();
glNormal3fv(&v[0]);
// we use texture coordinates and texture matrix to pass the normal stuff to the shader so that the default vertex buffer format can be used as is.
lolft.u = lorgt.u = uplft.u = uprgt.u = v.X();
lolft.v = lorgt.v = uplft.v = uprgt.v = v.Z();
gl_RenderState.EnableTextureMatrix(true);
gl_RenderState.mTextureMatrix.computeNormalMatrix(gl_RenderState.mViewMatrix);
// Use sphere mapping for this
gl_RenderState.SetEffect(EFF_SPHEREMAP);
@ -338,6 +344,7 @@ void GLWall::RenderMirrorSurface()
flags &= ~GLWF_GLOW;
RenderWall(RWF_BLANK);
gl_RenderState.EnableTextureMatrix(false);
gl_RenderState.SetEffect(EFF_NONE);
// Restore the defaults for the translucent pass

View File

@ -1,5 +1,10 @@
#include "gl/system/gl_system.h"
#define DWORD WINDOWS_DWORD
#include <GL/wglew.h>
#undef DWORD
#include "win32iface.h"
#include "win32gliface.h"
//#include "gl/gl_intern.h"
@ -22,6 +27,12 @@
void gl_CalculateCPUSpeed();
extern int NewWidth, NewHeight, NewBits, DisplayBits;
// these get used before GLEW is initialized so we have to use separate pointers with different names
PFNWGLCHOOSEPIXELFORMATARBPROC myWglChoosePixelFormatARB; // = (PFNWGLCHOOSEPIXELFORMATARBPROC)wglGetProcAddress("wglChoosePixelFormatARB");
PFNWGLCREATECONTEXTATTRIBSARBPROC myWglCreateContextAttribsARB;
PFNWGLSWAPINTERVALEXTPROC vsyncfunc;
CUSTOM_CVAR(Int, gl_vid_multisample, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL )
{
Printf("This won't take effect until "GAMENAME" is restarted.\n");
@ -581,8 +592,8 @@ bool Win32GLVideo::SetPixelFormat()
hRC = wglCreateContext(hDC);
wglMakeCurrent(hDC, hRC);
wglChoosePixelFormatARB = (PFNWGLCHOOSEPIXELFORMATARBPROC)wglGetProcAddress("wglChoosePixelFormatARB");
wglCreateContextAttribsARB = (PFNWGLCREATECONTEXTATTRIBSARBPROC)wglGetProcAddress("wglCreateContextAttribsARB");
myWglChoosePixelFormatARB = (PFNWGLCHOOSEPIXELFORMATARBPROC)wglGetProcAddress("wglChoosePixelFormatARB");
myWglCreateContextAttribsARB = (PFNWGLCREATECONTEXTATTRIBSARBPROC)wglGetProcAddress("wglCreateContextAttribsARB");
// any extra stuff here?
wglMakeCurrent(NULL, NULL);
@ -612,7 +623,7 @@ bool Win32GLVideo::SetupPixelFormat(bool allowsoftware, int multisample)
colorDepth = GetDeviceCaps(deskDC, BITSPIXEL);
ReleaseDC(GetDesktopWindow(), deskDC);
if (wglChoosePixelFormatARB)
if (myWglChoosePixelFormatARB)
{
attributes[0] = WGL_RED_BITS_ARB; //bits
attributes[1] = 8;
@ -662,7 +673,7 @@ bool Win32GLVideo::SetupPixelFormat(bool allowsoftware, int multisample)
attributes[24] = 0;
attributes[25] = 0;
if (!wglChoosePixelFormatARB(m_hDC, attributes, attribsFloat, 1, &pixelFormat, &numFormats))
if (!myWglChoosePixelFormatARB(m_hDC, attributes, attribsFloat, 1, &pixelFormat, &numFormats))
{
Printf("R_OPENGL: Couldn't choose pixel format. Retrying in compatibility mode\n");
goto oldmethod;
@ -736,7 +747,7 @@ bool Win32GLVideo::InitHardware (HWND Window, bool allowsoftware, int multisampl
}
m_hRC = 0;
if (wglCreateContextAttribsARB != NULL)
if (myWglCreateContextAttribsARB != NULL)
{
int ctxAttribs[] = {
WGL_CONTEXT_MAJOR_VERSION_ARB, 3,
@ -746,7 +757,7 @@ bool Win32GLVideo::InitHardware (HWND Window, bool allowsoftware, int multisampl
0
};
m_hRC = wglCreateContextAttribsARB(m_hDC, 0, ctxAttribs);
m_hRC = myWglCreateContextAttribsARB(m_hDC, 0, ctxAttribs);
}
if (m_hRC == 0)
{

View File

@ -46,8 +46,6 @@ public:
void Shutdown();
bool SetFullscreen(const char *devicename, int w, int h, int bits, int hz);
PFNWGLCHOOSEPIXELFORMATARBPROC wglChoosePixelFormatARB; // = (PFNWGLCHOOSEPIXELFORMATARBPROC)wglGetProcAddress("wglChoosePixelFormatARB");
PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribsARB;
HDC m_hDC;
protected:
@ -107,7 +105,6 @@ public:
Win32GLFrameBuffer(void *hMonitor, int width, int height, int bits, int refreshHz, bool fullscreen);
virtual ~Win32GLFrameBuffer();
PFNWGLSWAPINTERVALEXTPROC vsyncfunc;
// unused but must be defined
virtual void Blank ();

View File

@ -52,7 +52,7 @@ void main()
#ifdef SPHEREMAP
vec3 u = normalize(eyeCoordPos.xyz);
vec3 n = normalize(gl_NormalMatrix * gl_Normal);
vec3 n = normalize(TextureMatrix * vec4(tc.x, 0.0, tc.y, 0.0); // use texture matrix and coordinates for our normal. Since this is only used on walls, the normal's y coordinate is always 0.
vec3 r = reflect(u, n);
float m = 2.0 * sqrt( r.x*r.x + r.y*r.y + (r.z+1.0)*(r.z+1.0) );
vec2 sst = vec2(r.x/m + 0.5, r.y/m + 0.5);