mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-10 23:02:03 +00:00
- cleaned out some remains of the non-indexed render path.
All of this will be redone in the backend.
This commit is contained in:
parent
46ffea94a4
commit
1407c18f8b
7 changed files with 22 additions and 41 deletions
|
@ -77,29 +77,6 @@ extern int32_t polymostcenterhoriz;
|
|||
|
||||
extern int16_t globalpicnum;
|
||||
|
||||
// Compare with polymer_eligible_for_artmap()
|
||||
static FORCE_INLINE int32_t eligible_for_tileshades(int32_t const picnum, int32_t const pal)
|
||||
{
|
||||
return !usehightile || !hicfindsubst(picnum, pal, hictinting[pal].f & HICTINT_ALWAYSUSEART);
|
||||
}
|
||||
|
||||
static inline float getshadefactor(int32_t const shade)
|
||||
{
|
||||
// 8-bit tiles, i.e. non-hightiles and non-models, don't get additional
|
||||
// shading with r_usetileshades!
|
||||
if (videoGetRenderMode() == REND_POLYMOST && !(globalflags & GLOBAL_NO_GL_TILESHADES) && eligible_for_tileshades(globalpicnum, globalpal))
|
||||
return 1.f;
|
||||
|
||||
if (r_usenewshading == 4)
|
||||
return max(min(1.f - (shade * shadescale / frealmaxshade), 1.f), 0.f);
|
||||
|
||||
float const shadebound = (float)((shadescale_unbounded || shade>=numshades) ? numshades : numshades-1);
|
||||
float const scaled_shade = (float)shade*shadescale;
|
||||
float const clamped_shade = min(max(scaled_shade, 0.f), shadebound);
|
||||
|
||||
return ((float)(numshades-clamped_shade))/(float)numshades;
|
||||
}
|
||||
|
||||
#define POLYMOST_CHOOSE_FOG_PAL(fogpal, pal) \
|
||||
((fogpal) ? (fogpal) : (pal))
|
||||
static FORCE_INLINE int32_t get_floor_fogpal(usectorptr_t const sec)
|
||||
|
|
|
@ -371,8 +371,6 @@ FileReader GetBaseResource(const char* fn);
|
|||
// one-time initialization of OpenGL for polymost
|
||||
void polymost_glinit()
|
||||
{
|
||||
//globalflags |= GLOBAL_NO_GL_TILESHADES; // This re-enables the old fading logic without re-adding the r_usetileshades variable. The entire thing will have to be done on a more abstract level anyway.
|
||||
|
||||
for (int basepalnum = 0; basepalnum < MAXBASEPALS; ++basepalnum)
|
||||
{
|
||||
uploadbasepalette(basepalnum);
|
||||
|
@ -758,12 +756,17 @@ int32_t gloadtile_hi(int32_t dapic,int32_t dapalnum, int32_t facen, hicreplctyp
|
|||
bool onebitalpha = texture->isMasked();
|
||||
|
||||
pth->glpic->LoadTexture(image);
|
||||
|
||||
#if 0 // I don't really think this is a good idea. The hightile should look indistinguishable to the game compared to the regular one.
|
||||
vec2_t tsiz = { texture->GetWidth(), texture->GetHeight() };
|
||||
// precalculate scaling parameters for replacement
|
||||
if (facen > 0)
|
||||
pth->scale = { (float)tsiz.x * (1.0f/64.f), (float)tsiz.y * (1.0f/64.f) };
|
||||
else
|
||||
pth->scale = { (float)tsiz.x / (float)tilesiz[dapic].x, (float)tsiz.y / (float)tilesiz[dapic].y };
|
||||
#else
|
||||
pth->scale = { 1.f,1.f };
|
||||
#endif
|
||||
|
||||
polymost_setuptexture(pth->glpic, dameth, (hicr->flags & HICR_FORCEFILTER) ? TEXFILTER_ON : -1);
|
||||
|
||||
|
@ -775,7 +778,6 @@ int32_t gloadtile_hi(int32_t dapic,int32_t dapalnum, int32_t facen, hicreplctyp
|
|||
((hicr->flags & HICR_FORCEFILTER) ? PTH_FORCEFILTER : 0);
|
||||
pth->skyface = facen;
|
||||
pth->hicr = hicr;
|
||||
pth->siz = tsiz;
|
||||
|
||||
if (facen > 0) pth->siz = { 64, 64 }; else pth->siz = { tilesiz[dapic].x, tilesiz[dapic].y };
|
||||
return 0;
|
||||
|
@ -1060,7 +1062,7 @@ static void polymost_drawpoly(vec2f_t const * const dpxy, int32_t const n, int32
|
|||
{
|
||||
texmat.loadIdentity();
|
||||
texmat.scale(pth->hicr->scale.x, pth->hicr->scale.y, 1.0f);
|
||||
GLInterface.SetMatrix(Matrix_ModelView, &texmat);
|
||||
GLInterface.SetMatrix(Matrix_Texture, &texmat);
|
||||
}
|
||||
|
||||
#ifdef USE_GLEXT
|
||||
|
@ -1149,14 +1151,10 @@ static void polymost_drawpoly(vec2f_t const * const dpxy, int32_t const n, int32
|
|||
|
||||
float pc[4];
|
||||
|
||||
{
|
||||
polytint_t const & tint = hictinting[globalpal];
|
||||
float shadeFactor = (pth->flags & PTH_INDEXED) &&
|
||||
!(globalflags & GLOBAL_NO_GL_TILESHADES) ? 1.f : getshadefactor(globalshade);
|
||||
pc[0] = (1.f-(tint.sr*(1.f/255.f)))*shadeFactor+(tint.sr*(1.f/255.f));
|
||||
pc[1] = (1.f-(tint.sg*(1.f/255.f)))*shadeFactor+(tint.sg*(1.f/255.f));
|
||||
pc[2] = (1.f-(tint.sb*(1.f/255.f)))*shadeFactor+(tint.sb*(1.f/255.f));
|
||||
}
|
||||
polytint_t const& tint = hictinting[globalpal];
|
||||
pc[0] = (1.f - (tint.sr * (1.f / 255.f))) + (tint.sr * (1.f / 255.f));
|
||||
pc[1] = (1.f - (tint.sg * (1.f / 255.f))) + (tint.sg * (1.f / 255.f));
|
||||
pc[2] = (1.f - (tint.sb * (1.f / 255.f))) + (tint.sb * (1.f / 255.f));
|
||||
|
||||
// spriteext full alpha control
|
||||
pc[3] = float_trans(method & DAMETH_MASKPROPS, drawpoly_blend) * (1.f - drawpoly_alpha);
|
||||
|
@ -1352,6 +1350,7 @@ do
|
|||
if (pth->hicr)
|
||||
{
|
||||
VSMatrix identity(0);
|
||||
GLInterface.SetMatrix(Matrix_Texture, &identity);
|
||||
GLInterface.SetMatrix(Matrix_Detail, &identity);
|
||||
}
|
||||
|
||||
|
@ -6146,19 +6145,17 @@ void polymost_fillpolygon(int32_t npoints)
|
|||
|
||||
polymost_updatePalette();
|
||||
|
||||
float const f = getshadefactor(globalshade);
|
||||
|
||||
uint8_t const maskprops = (globalorientation>>7)&DAMETH_MASKPROPS;
|
||||
handle_blend(maskprops > DAMETH_MASK, 0, maskprops == DAMETH_TRANS2);
|
||||
if (maskprops > DAMETH_MASK)
|
||||
{
|
||||
GLInterface.EnableBlend(true);
|
||||
GLInterface.SetColor(f, f, f, float_trans(maskprops, 0));
|
||||
GLInterface.SetColor(1.f, 1.f, 1.f, float_trans(maskprops, 0));
|
||||
}
|
||||
else
|
||||
{
|
||||
GLInterface.EnableBlend(false);
|
||||
GLInterface.SetColor(f, f, f);
|
||||
GLInterface.SetColor(1.f, 1.f, 1.f);
|
||||
}
|
||||
|
||||
tessectrap((float *)rx1,(float *)ry1,xb1,npoints);
|
||||
|
|
|
@ -163,6 +163,7 @@ bool PolymostShader::Load(const char * name, const char * vert_prog, const char
|
|||
ProjectionMatrix.Init(hShader, "u_projectionMatrix");
|
||||
DetailMatrix.Init(hShader, "u_detailMatrix");
|
||||
GlowMatrix.Init(hShader, "u_glowMatrix");
|
||||
TextureMatrix.Init(hShader, "u_textureMatrix");
|
||||
|
||||
|
||||
glUseProgram(hShader);
|
||||
|
|
|
@ -57,7 +57,8 @@ public:
|
|||
FUniformMatrix4f ProjectionMatrix;
|
||||
FUniformMatrix4f DetailMatrix;
|
||||
FUniformMatrix4f GlowMatrix;
|
||||
|
||||
FUniformMatrix4f TextureMatrix;
|
||||
|
||||
public:
|
||||
|
||||
PolymostShader() = default;
|
||||
|
|
|
@ -290,6 +290,10 @@ void GLInstance::SetMatrix(int num, const VSMatrix *mat)
|
|||
case Matrix_Glow:
|
||||
polymostShader->GlowMatrix.Set(mat->get());
|
||||
break;
|
||||
|
||||
case Matrix_Texture:
|
||||
polymostShader->TextureMatrix.Set(mat->get());
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -138,6 +138,7 @@ enum EMatrixType
|
|||
Matrix_ModelView,
|
||||
Matrix_Detail,
|
||||
Matrix_Glow,
|
||||
Matrix_Texture,
|
||||
// These are the only ones being used.
|
||||
NUMMATRICES
|
||||
};
|
||||
|
|
|
@ -32,7 +32,7 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
|
|||
|
||||
|
||||
#define OFF 0
|
||||
#define ON (!OFF)
|
||||
#define ON 1
|
||||
|
||||
typedef unsigned char SWBOOL;
|
||||
|
||||
|
|
Loading…
Reference in a new issue