mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-25 03:00:46 +00:00
- fixed brightmaps again - hopefully for real this time.
The lighting model being used here is not really good for implementing render effect.
This commit is contained in:
parent
3be9deb070
commit
022c074ece
4 changed files with 10 additions and 6 deletions
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@ -1162,7 +1162,6 @@ static void destroy_window_resources()
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#endif
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#endif
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}
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}
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extern int globalShadeDiv;
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void sdlayer_setvideomode_opengl(int y)
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void sdlayer_setvideomode_opengl(int y)
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{
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{
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glsurface_destroy();
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glsurface_destroy();
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@ -1171,8 +1170,6 @@ void sdlayer_setvideomode_opengl(int y)
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GLInterface.Deinit();
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GLInterface.Deinit();
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GLInterface.Init(y);
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GLInterface.Init(y);
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GLInterface.InitGLState(4, glmultisample);
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GLInterface.InitGLState(4, glmultisample);
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// I have no idea how to get this info from the lookup tables. Fortunately it is consistent per game.
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GLInterface.SetShadeDiv(globalShadeDiv);
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GLInterface.mSamplers->SetTextureFilterMode(hw_texfilter, hw_anisotropy);
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GLInterface.mSamplers->SetTextureFilterMode(hw_texfilter, hw_anisotropy);
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@ -1128,6 +1128,9 @@ int32_t polymost_voxdraw(voxmodel_t *m, tspriteptr_t const tspr)
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m->texid[globalpal] = gloadtex(m->mytex, m->mytexx, m->mytexy, m->is8bit, globalpal);
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m->texid[globalpal] = gloadtex(m->mytex, m->mytexx, m->mytexy, m->is8bit, globalpal);
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GLInterface.BindTexture(0, m->texid[globalpal], -1);
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GLInterface.BindTexture(0, m->texid[globalpal], -1);
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GLInterface.UseBrightmaps(false);
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GLInterface.UseGlowMapping(false);
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GLInterface.UseDetailMapping(false);
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#endif
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#endif
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auto data = GLInterface.AllocVertices(m->qcnt * 4);
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auto data = GLInterface.AllocVertices(m->qcnt * 4);
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@ -288,7 +288,7 @@ bool GLInstance::SetTextureInternal(int picnum, FTexture* tex, int palette, int
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else
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else
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{
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{
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UseBrightmaps(true);
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UseBrightmaps(true);
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BindTexture(5, mtex, sampler);
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BindTexture(5, htex, sampler);
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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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@ -196,13 +196,17 @@ void main()
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color.rgb *= detailColor.rgb;
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color.rgb *= detailColor.rgb;
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vec3 lightcolor = v_color.rgb;
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vec3 lightcolor = v_color.rgb;
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bool shadeIt = ((u_flags & RF_FogDisabled) == 0);
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// The lighting model here does not really allow more than a simple on/off brightmap because anything more complex inteferes with the shade ramp... :(
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// The lighting model here does not really allow more than a simple on/off brightmap because anything more complex inteferes with the shade ramp... :(
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if ((u_flags & RF_Brightmapping) != 0)
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if ((u_flags & RF_Brightmapping) != 0)
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{
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{
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vec4 brightcolor = texture2D(s_brightmap, v_texCoord.xy);
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vec4 brightcolor = texture2D(s_brightmap, v_texCoord.xy);
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color.rgb *= clamp(brightcolor.rgb + v_color.rgb, 0.0, 1.0);
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if (grayscale(brightcolor) > 0.5)
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{
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shadeIt = false;
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}
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}
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else if ((u_flags & RF_FogDisabled) == 0)
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}
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if (shadeIt)
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{
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{
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color.rgb *= lightcolor;
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color.rgb *= lightcolor;
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shade = clamp(shade * u_shadeDiv, 0.0, 1.0); // u_shadeDiv is really 1/shadeDiv.
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shade = clamp(shade * u_shadeDiv, 0.0, 1.0); // u_shadeDiv is really 1/shadeDiv.
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