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https://github.com/ZDoom/raze-gles.git
synced 2024-12-24 10:40:46 +00:00
glColor calls refactored.
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96c0c3197c
commit
204abab724
9 changed files with 25 additions and 31 deletions
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@ -61,7 +61,7 @@ static void drawlinegl(int32_t x1, int32_t y1, int32_t x2, int32_t y2, palette_t
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GLInterface.EnableBlend(true); // When using line antialiasing, this is needed
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polymost_useColorOnly(true);
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glColor4ub(p.r, p.g, p.b, 255);
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GLInterface.SetColorub(p.r, p.g, p.b, 255);
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auto data = GLInterface.AllocVertices(2);
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data.second[0].Set((float) x1 * (1.f/4096.f), (float) y1 * (1.f/4096.f));
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@ -419,7 +419,6 @@ void animvpx_setup_glstate(int32_t animvpx_flags)
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GLInterface.SetMatrix(Matrix_Projection, &identity);
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GLInterface.SetMatrix(Matrix_Texture0, &identity);
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// glPushAttrib(GL_ENABLE_BIT);
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GLInterface.EnableAlphaTest(false);
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GLInterface.EnableDepthTest(false);
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GLInterface.EnableBlend(false);
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@ -254,18 +254,16 @@ void COMMON_doclearbackground(int numcols, int height)
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# ifdef USE_OPENGL
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if (videoGetRenderMode() >= REND_POLYMOST && in3dmode())
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{
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// glPushAttrib(GL_FOG_BIT);
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polymost_setFogEnabled(false);
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polymost_useColorOnly(true);
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polymostSet2dView();
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glColor4f(0.f, 0.f, 0.f, 0.67f);
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GLInterface.SetColor(0.f, 0.f, 0.f, 0.67f);
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GLInterface.EnableBlend(true);
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glRecti(0, 0, xdim, height);
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glColor4f(0.f, 0.f, 0.f, 1.f);
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GLInterface.SetColor(0.f, 0.f, 0.f, 1.f);
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glRecti(0, height-4, xdim, height);
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// glPopAttrib();
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polymost_useColorOnly(false);
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polymost_setFogEnabled(true);
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@ -1987,19 +1987,11 @@ static int32_t polymost_md3draw(md3model_t *m, tspriteptr_t tspr)
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if (tspr->extra&TSPR_EXTRA_MDHACK)
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{
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#ifdef __arm__ // GL ES has a glDepthRangef and the loss of precision is OK there
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float f = (float) (tspr->owner + 1) * (std::numeric_limits<float>::epsilon() * 8.0);
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if (f != 0.0) f *= 1.f/(float) (sepldist(globalposx - tspr->x, globalposy - tspr->y)>>5);
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#else
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double f = (double) (tspr->owner + 1) * (std::numeric_limits<double>::epsilon() * 8.0);
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if (f != 0.0) f *= 1.0/(double) (sepldist(globalposx - tspr->x, globalposy - tspr->y)>>5);
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// glBlendFunc(GL_SRC_ALPHA, GL_DST_COLOR);
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#endif
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glDepthFunc(GL_LEQUAL);
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// glDepthRange(0.0 - f, 1.0 - f);
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}
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// glPushAttrib(GL_POLYGON_BIT);
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if ((grhalfxdown10x >= 0) ^((globalorientation&8) != 0) ^((globalorientation&4) != 0)) glFrontFace(GL_CW); else glFrontFace(GL_CCW);
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GLInterface.SetCull(Cull_Back);
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@ -2037,9 +2029,9 @@ static int32_t polymost_md3draw(md3model_t *m, tspriteptr_t tspr)
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if ((tspr->cstat&2) || sext->alpha > 0.f || pc[3] < 1.0f)
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GLInterface.EnableBlend(true); //else GLInterface.EnableBlend(false);
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}
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glColor4f(pc[0],pc[1],pc[2],pc[3]);
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GLInterface.SetColor(pc[0],pc[1],pc[2],pc[3]);
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//if (MFLAGS_NOCONV(m))
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// glColor4f(0.0f, 0.0f, 1.0f, 1.0f);
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// GLInterface.SetColor(0.0f, 0.0f, 1.0f, 1.0f);
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//------------
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// PLAG: Cleaner model rotation code
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@ -62,7 +62,7 @@ void fullscreen_tint_gl(uint8_t r, uint8_t g, uint8_t b, uint8_t f)
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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GLInterface.EnableBlend(true);
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glColor4ub(r, g, b, f);
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GLInterface.SetColorub(r, g, b, f);
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polymost_useColorOnly(true);
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@ -99,7 +99,7 @@ void fullscreen_tint_gl_blood(void)
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GLInterface.EnableBlend(true);
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polymost_useColorOnly(true);
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glColor4ub(max(tint_blood_r, 0), max(tint_blood_g, 0), max(tint_blood_b, 0), 255);
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GLInterface.SetColorub(max(tint_blood_r, 0), max(tint_blood_g, 0), max(tint_blood_b, 0), 255);
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auto data = GLInterface.AllocVertices(3);
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auto vt = data.second;
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vt[0].Set(-2.5f, 1.f);
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@ -107,7 +107,7 @@ void fullscreen_tint_gl_blood(void)
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vt[2].Set(.0f, -2.5f);
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GLInterface.Draw(DT_TRIANGLES, data.first, 3);
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glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
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glColor4ub(max(-tint_blood_r, 0), max(-tint_blood_g, 0), max(-tint_blood_b, 0), 255);
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GLInterface.SetColorub(max(-tint_blood_r, 0), max(-tint_blood_g, 0), max(-tint_blood_b, 0), 255);
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data = GLInterface.AllocVertices(3);
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vt = data.second;
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vt[0].Set(-2.5f, 1.f);
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@ -115,7 +115,7 @@ void fullscreen_tint_gl_blood(void)
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vt[2].Set(.0f, -2.5f);
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GLInterface.Draw(DT_TRIANGLES, data.first, 3);
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glBlendEquation(GL_FUNC_ADD);
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glColor4ub(0,0,0,0);
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GLInterface.SetColorub(0,0,0,0);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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polymost_useColorOnly(false);
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@ -2204,7 +2204,7 @@ static void polymost_drawpoly(vec2f_t const * const dpxy, int32_t const n, int32
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if (skyzbufferhack_pass)
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pc[3] = 0.01f;
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glColor4f(pc[0], pc[1], pc[2], pc[3]);
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GLInterface.SetColor(pc[0], pc[1], pc[2], pc[3]);
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//POGOTODO: remove this, replace it with a shader implementation
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//Hack for walls&masked walls which use textures that are not a power of 2
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@ -7195,7 +7195,7 @@ void polymost_fillpolygon(int32_t npoints)
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if (maskprops > DAMETH_MASK)
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{
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GLInterface.EnableBlend(true);
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glColor4f(f, f, f, float_trans(maskprops, 0));
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GLInterface.SetColor(f, f, f, float_trans(maskprops, 0));
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}
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else
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{
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@ -7296,7 +7296,6 @@ int32_t polymost_printext256(int32_t xpos, int32_t ypos, int16_t col, int16_t ba
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GLInterface.EnableAlphaTest(false);
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glDepthMask(GL_FALSE); // disable writing to the z-buffer
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// glPushAttrib(GL_POLYGON_BIT|GL_ENABLE_BIT);
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// XXX: Don't fogify the OSD text in Mapster32 with r_usenewshading >= 2.
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polymost_setFogEnabled(false);
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// We want to have readable text in wireframe mode, too:
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@ -7307,7 +7306,7 @@ int32_t polymost_printext256(int32_t xpos, int32_t ypos, int16_t col, int16_t ba
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{
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int const c = Bstrlen(name);
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glColor4ub(b.r,b.g,b.b,255);
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GLInterface.SetColorub(b.r,b.g,b.b,255);
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auto data = GLInterface.AllocVertices(4);
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auto vt = data.second;
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@ -7321,7 +7320,7 @@ int32_t polymost_printext256(int32_t xpos, int32_t ypos, int16_t col, int16_t ba
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}
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GLInterface.EnableBlend(true);
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glColor4ub(p.r,p.g,p.b,255);
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GLInterface.SetColorub(p.r,p.g,p.b,255);
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vec2f_t const tc = { fontsize ? (4.f / 256.f) : (8.f / 256.f),
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fontsize ? (6.f / 128.f) : (8.f / 128.f) };
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@ -7352,7 +7351,7 @@ int32_t polymost_printext256(int32_t xpos, int32_t ypos, int16_t col, int16_t ba
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bricolor(&p, col);
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glColor4ub(p.r, p.g, p.b, 255);
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GLInterface.SetColorub(p.r, p.g, p.b, 255);
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continue;
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}
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@ -7387,8 +7386,6 @@ int32_t polymost_printext256(int32_t xpos, int32_t ypos, int16_t col, int16_t ba
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glDepthMask(GL_TRUE); // re-enable writing to the z-buffer
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// glPopAttrib();
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if (!nofog) polymost_setFogEnabled(true);
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polymost_usePaletteIndexing(true);
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@ -1082,10 +1082,8 @@ int32_t polymost_voxdraw(voxmodel_t *m, tspriteptr_t const tspr)
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if (shadowHack)
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{
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glDepthFunc(GL_LEQUAL); //NEVER,LESS,(,L)EQUAL,GREATER,(NOT,G)EQUAL,ALWAYS
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// glDepthRange(0.0, 0.9999);
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}
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// glPushAttrib(GL_POLYGON_BIT);
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if ((grhalfxdown10x >= 0) ^ ((globalorientation&8) != 0) ^ ((globalorientation&4) != 0))
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glFrontFace(GL_CW);
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@ -1164,7 +1162,7 @@ int32_t polymost_voxdraw(voxmodel_t *m, tspriteptr_t const tspr)
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qstart += qdone * 4;
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qdone = 0;
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}
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glColor4f(pc[0]*f, pc[1]*f, pc[2]*f, pc[3]*f);
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GLInterface.SetColor(pc[0]*f, pc[1]*f, pc[2]*f, pc[3]*f);
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}
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const vert_t *const vptr = &m->quad[i].v[0];
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@ -196,3 +196,8 @@ void GLInstance::SetCull(int type)
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glCullFace(GL_BACK);
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}
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}
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void GLInstance::SetColor(float r, float g, float b, float a)
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{
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glColor4f(r, g, b, a);
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}
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@ -123,6 +123,11 @@ public:
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void EnableStencilWrite(int value);
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void EnableStencilTest(int value);
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void DisableStencil();
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void SetColor(float r, float g, float b, float a = 1.f);
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void SetColorub(uint8_t r, uint8_t g, uint8_t b, uint8_t a = 255)
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{
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SetColor(r * (1 / 255.f), g * (1 / 255.f), b * (1 / 255.f), a * (1 / 255.f));
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}
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};
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extern GLInstance GLInterface;
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