mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-27 04:00:42 +00:00
- switched NPOT emulation to the renamed uniforms.
This was the last feature that needed to be mapped to a GZDoom compatible render state
This commit is contained in:
parent
5cbe9fc49c
commit
17e1e4175e
7 changed files with 22 additions and 20 deletions
|
@ -135,9 +135,8 @@ bool PolymostShader::Load(const char * name, const char * vert_prog, const char
|
|||
if (tempindex != -1) glUniformBlockBinding(hShader, tempindex, VIEWPOINT_BINDINGPOINT);
|
||||
|
||||
Flags.Init(hShader, "u_flags");
|
||||
NPOTEmulationFactor.Init(hShader, "u_npotEmulationFactor");
|
||||
NPOTEmulationXOffset.Init(hShader, "u_npotEmulationXOffset");
|
||||
|
||||
|
||||
NPOTEmulation.Init(hShader, "uNpotEmulation");
|
||||
TextureMode.Init(hShader, "uTextureMode");
|
||||
FogColor.Init(hShader, "uFogColor");
|
||||
muFogEnabled.Init(hShader, "uFogEnabled");
|
||||
|
|
|
@ -27,9 +27,8 @@ class PolymostShader : public FShader
|
|||
{
|
||||
public:
|
||||
FBufferedUniform1i Flags;
|
||||
FBufferedUniform1f NPOTEmulationFactor;
|
||||
FBufferedUniform1f NPOTEmulationXOffset;
|
||||
FBufferedUniformPalEntry FogColor;
|
||||
FBufferedUniform2f NPOTEmulation;
|
||||
FBufferedUniformPalEntry FogColor;
|
||||
|
||||
FBufferedUniform1i TextureMode;
|
||||
FBufferedUniform4f DetailParms;
|
||||
|
|
|
@ -138,6 +138,7 @@ auto i_data = R"(
|
|||
uniform int uFogEnabled;
|
||||
uniform vec4 uFogColor;
|
||||
uniform int uTextureMode;
|
||||
uniform vec2 uNpotEmulation;
|
||||
|
||||
)";
|
||||
|
||||
|
@ -543,8 +544,7 @@ void PolymostRenderState::Apply(PolymostShader* shader, GLState& oldState)
|
|||
|
||||
shader->Flags.Set(Flags);
|
||||
shader->TextureMode.Set(LayerFlags);
|
||||
shader->NPOTEmulationFactor.Set(NPOTEmulationFactor);
|
||||
shader->NPOTEmulationXOffset.Set(NPOTEmulationXOffset);
|
||||
shader->NPOTEmulation.Set(&NPOTEmulation.X);
|
||||
shader->AlphaThreshold.Set(AlphaTest ? AlphaThreshold : -1.f);
|
||||
shader->FogColor.Set((Flags& RF_MapFog)? PalEntry(0x999999) : FogColor);
|
||||
float lightattr[] = { ShadeDiv / (numshades - 2), VisFactor, (Flags & RF_MapFog) ? -5.f : 0.f , ShadeDiv >= 1 / 1000.f? Shade : 0 };
|
||||
|
|
|
@ -391,8 +391,8 @@ public:
|
|||
|
||||
void SetNpotEmulation(float factor, float xOffset)
|
||||
{
|
||||
renderState.NPOTEmulationFactor = factor;
|
||||
renderState.NPOTEmulationXOffset = xOffset;
|
||||
renderState.NPOTEmulation.Y = factor;
|
||||
renderState.NPOTEmulation.X = xOffset;
|
||||
}
|
||||
|
||||
void SetShadeInterpolate(int32_t yes)
|
||||
|
|
|
@ -55,8 +55,7 @@ struct PolymostRenderState
|
|||
float VisFactor = 128.f;
|
||||
int Flags = 0;
|
||||
int LayerFlags = 0;
|
||||
float NPOTEmulationFactor = 1.f;
|
||||
float NPOTEmulationXOffset;
|
||||
FVector2 NPOTEmulation = { 0.f, 0.f };
|
||||
float AlphaThreshold = 0.5f;
|
||||
bool AlphaTest = true;
|
||||
float Color[4] = { 1,1,1,1 };
|
||||
|
|
|
@ -33,9 +33,6 @@ uniform sampler2D s_palette;
|
|||
|
||||
uniform int u_flags;
|
||||
|
||||
uniform float u_npotEmulationFactor;
|
||||
uniform float u_npotEmulationXOffset;
|
||||
|
||||
in vec4 v_color;
|
||||
in float v_distance;
|
||||
in vec4 v_texCoord;
|
||||
|
@ -161,12 +158,12 @@ void main()
|
|||
float coordY = v_texCoord.y;
|
||||
vec2 newCoord;
|
||||
|
||||
// Coordinate adjustment for NPOT textures (something must have gone very wrong to make this necessary...)
|
||||
if (u_npotEmulationFactor != 0.0)
|
||||
// Coordinate adjustment for NPOT textures. It is somehow fitting that Build games exploited this texture wrapping quirk of the software rendering engine...
|
||||
if (uNpotEmulation.y != 0.0)
|
||||
{
|
||||
float period = floor(coordY / u_npotEmulationFactor);
|
||||
coordX += u_npotEmulationXOffset * floor(mod(coordY, u_npotEmulationFactor));
|
||||
coordY = period + mod(coordY, u_npotEmulationFactor);
|
||||
float period = floor(coordY / uNpotEmulation.y);
|
||||
coordX += uNpotEmulation.x * floor(mod(coordY, uNpotEmulation.y));
|
||||
coordY = period + mod(coordY, uNpotEmulation.y);
|
||||
}
|
||||
newCoord = vec2(coordX, coordY);
|
||||
|
||||
|
|
|
@ -540,6 +540,14 @@ vec3 ApplyNormalMap(vec2 texcoord)
|
|||
|
||||
void SetMaterialProps(inout Material material, vec2 texCoord)
|
||||
{
|
||||
#ifdef NPOT_EMULATION
|
||||
if (uNpotEmulation.y != 0.0)
|
||||
{
|
||||
float period = floor(texCoord.t / uNpotEmulation.y);
|
||||
texCoord.s += uNpotEmulation.x * floor(mod(texCoord.t, uNpotEmulation.y));
|
||||
texCoord.t = period + mod(texCoord.t, uNpotEmulation.y);
|
||||
}
|
||||
#endif
|
||||
material.Base = getTexel(texCoord.st);
|
||||
material.Normal = ApplyNormalMap(texCoord.st);
|
||||
|
||||
|
|
Loading…
Reference in a new issue