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- reactivated texture warping.
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parent
55d4c89753
commit
9c659b948c
3 changed files with 5 additions and 7 deletions
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@ -94,15 +94,14 @@ void FRenderState::Reset()
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//
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//
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//==========================================================================
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//==========================================================================
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int FRenderState::SetupShader(bool cameratexture, int &shaderindex, float warptime)
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int FRenderState::SetupShader(int &shaderindex, float warptime)
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{
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{
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int softwarewarp = 0;
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int softwarewarp = 0;
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if (gl.hasGLSL())
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if (gl.hasGLSL())
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{
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{
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mEffectState = shaderindex;
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mEffectState = shaderindex;
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mWarpTime = warptime;
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if (shaderindex > 0) GLRenderer->mShaderManager->SetWarpSpeed(shaderindex, warptime);
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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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@ -68,7 +68,6 @@ class FRenderState
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int mEffectState;
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int mEffectState;
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int mColormapState;
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int mColormapState;
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float mWarpTime;
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int glSrcBlend, glDstBlend;
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int glSrcBlend, glDstBlend;
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int glAlphaFunc;
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int glAlphaFunc;
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@ -93,7 +92,7 @@ public:
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void Reset();
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void Reset();
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int SetupShader(bool cameratexture, int &shaderindex, float warptime);
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int SetupShader(int &shaderindex, float warptime);
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void Apply(bool forcenoshader = false);
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void Apply(bool forcenoshader = false);
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void SetVertexBuffer(FVertexBuffer *vb)
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void SetVertexBuffer(FVertexBuffer *vb)
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@ -842,7 +842,7 @@ void FMaterial::Bind(int clampmode, int translation, int overrideshader)
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int maxbound = 0;
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int maxbound = 0;
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bool allowhires = tex->xScale == FRACUNIT && tex->yScale == FRACUNIT;
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bool allowhires = tex->xScale == FRACUNIT && tex->yScale == FRACUNIT;
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int softwarewarp = gl_RenderState.SetupShader(tex->bHasCanvas, shaderindex, tex->gl_info.shaderspeed);
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int softwarewarp = gl_RenderState.SetupShader(shaderindex, tex->gl_info.shaderspeed);
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if (tex->bHasCanvas || tex->bWarped) clampmode = 0;
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if (tex->bHasCanvas || tex->bWarped) clampmode = 0;
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else if (clampmode != -1) clampmode &= 3;
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else if (clampmode != -1) clampmode &= 3;
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@ -889,7 +889,7 @@ void FMaterial::BindPatch(int translation, int overrideshader, bool alphatexture
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int shaderindex = overrideshader > 0? overrideshader : mShaderIndex;
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int shaderindex = overrideshader > 0? overrideshader : mShaderIndex;
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int maxbound = 0;
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int maxbound = 0;
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int softwarewarp = gl_RenderState.SetupShader(tex->bHasCanvas, shaderindex, tex->gl_info.shaderspeed);
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int softwarewarp = gl_RenderState.SetupShader(shaderindex, tex->gl_info.shaderspeed);
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const FHardwareTexture *glpatch = mBaseLayer->BindPatch(0, translation, softwarewarp, alphatexture);
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const FHardwareTexture *glpatch = mBaseLayer->BindPatch(0, translation, softwarewarp, alphatexture);
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// The only multitexture effect usable on sprites is the brightmap.
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// The only multitexture effect usable on sprites is the brightmap.
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