- made brightmaps operational.

The logic is not yet optimal but at least it works.
This commit is contained in:
Christoph Oelckers 2019-11-10 19:42:26 +01:00
parent 21ac5e87b5
commit 5fc81d1bd4
11 changed files with 50 additions and 13 deletions

View File

@ -171,7 +171,6 @@ void ShutDown(void)
{ {
if (!in3dmode()) if (!in3dmode())
return; return;
G_SaveConfig();
netDeinitialize(); netDeinitialize();
sndTerm(); sndTerm();
sfxTerm(); sfxTerm();

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@ -258,6 +258,7 @@ int GameMain()
// Just let the rest of the function execute. // Just let the rest of the function execute.
r = exit.Reason(); r = exit.Reason();
} }
G_SaveConfig();
#ifndef NETCODE_DISABLE #ifndef NETCODE_DISABLE
if (gHaveNetworking) enet_deinitialize(); if (gHaveNetworking) enet_deinitialize();
#endif #endif

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@ -259,6 +259,7 @@ public:
int alphaThreshold = 128; int alphaThreshold = 128;
picanm_t PicAnim = {}; picanm_t PicAnim = {};
FixedBitArray<256> NoBrightmapFlag{ 0 };
protected: protected:

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@ -1464,6 +1464,12 @@ class FixedBitArray
public: public:
FixedBitArray() = default;
FixedBitArray(bool set)
{
memset(bytes, set ? -1 : 0, sizeof(bytes));
}
bool operator[](size_t index) const bool operator[](size_t index) const
{ {
return !!(bytes[index >> 3] & (1 << (index & 7))); return !!(bytes[index >> 3] & (1 << (index & 7)));

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@ -5674,7 +5674,6 @@ static void G_Cleanup(void)
void G_Shutdown(void) void G_Shutdown(void)
{ {
G_SaveConfig();
S_SoundShutdown(); S_SoundShutdown();
S_MusicShutdown(); S_MusicShutdown();
CONTROL_Shutdown(); CONTROL_Shutdown();

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@ -170,6 +170,8 @@ bool PolymostShader::Load(const char * name, const char * vert_prog, const char
glUniform1i(SamplerLoc, 3); glUniform1i(SamplerLoc, 3);
SamplerLoc = glGetUniformLocation(hShader, "s_glow"); SamplerLoc = glGetUniformLocation(hShader, "s_glow");
glUniform1i(SamplerLoc, 4); glUniform1i(SamplerLoc, 4);
SamplerLoc = glGetUniformLocation(hShader, "s_brightmap");
glUniform1i(SamplerLoc, 5);
glUseProgram(0); glUseProgram(0);
return true; return true;

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@ -100,6 +100,7 @@ FHardwareTexture* GLInstance::CreateTrueColorTexture(FTexture* tex, int palid, b
bool npoty = false; bool npoty = false;
auto palette = palid < 0? nullptr : palmanager.GetPaletteData(palid); auto palette = palid < 0? nullptr : palmanager.GetPaletteData(palid);
if (palette == nullptr) return nullptr;
auto texbuffer = tex->CreateTexBuffer(palette, CTF_ProcessData); auto texbuffer = tex->CreateTexBuffer(palette, CTF_ProcessData);
// Check if the texture is fully transparent. When creating a brightmap such textures can be discarded. // Check if the texture is fully transparent. When creating a brightmap such textures can be discarded.
if (checkfulltransparency) if (checkfulltransparency)
@ -144,7 +145,7 @@ FHardwareTexture* GLInstance::LoadTexture(FTexture* tex, int textype, int palid)
else else
hwtex = CreateTrueColorTexture(tex, textype == TT_HICREPLACE? -1 : palid, textype == TT_BRIGHTMAP, textype == TT_BRIGHTMAP); hwtex = CreateTrueColorTexture(tex, textype == TT_HICREPLACE? -1 : palid, textype == TT_BRIGHTMAP, textype == TT_BRIGHTMAP);
tex->SetHardwareTexture(palid, hwtex); if (hwtex) tex->SetHardwareTexture(palid, hwtex);
return hwtex; return hwtex;
} }
@ -177,7 +178,12 @@ bool GLInstance::SetTextureInternal(int picnum, FTexture* tex, int palette, int
else else
{ {
// Only look up the palette if we really want to use it (i.e. when creating a true color texture of an ART tile.) // Only look up the palette if we really want to use it (i.e. when creating a true color texture of an ART tile.)
if (TextureType == TT_TRUECOLOR) lookuppal = palmanager.LookupPalette(usepalette, usepalswap, false); if (TextureType == TT_TRUECOLOR)
{
/*lookuppal = palmanager.LookupPalette(usepalette, usepalswap, true);
if (lookuppal< 0)*/ lookuppal = palmanager.LookupPalette(usepalette, usepalswap, false);
}
} }
// Load the main texture // Load the main texture
@ -191,6 +197,7 @@ bool GLInstance::SetTextureInternal(int picnum, FTexture* tex, int palette, int
sampler = sampler + SamplerNoFilterRepeat - SamplerRepeat; sampler = sampler + SamplerNoFilterRepeat - SamplerRepeat;
} }
else renderState.Flags &= ~RF_UsePalette; else renderState.Flags &= ~RF_UsePalette;
UseBrightmaps(false);
BindTexture(0, mtex, sampler); BindTexture(0, mtex, sampler);
if (rep && (rep->scale.x != 1.0f || rep->scale.y != 1.0f || xpanning != 0 || ypanning != 0)) if (rep && (rep->scale.x != 1.0f || rep->scale.y != 1.0f || xpanning != 0 || ypanning != 0))
@ -251,7 +258,7 @@ bool GLInstance::SetTextureInternal(int picnum, FTexture* tex, int palette, int
BindTexture(4, htex, SamplerRepeat); BindTexture(4, htex, SamplerRepeat);
} }
} }
if (!(tex->PicAnim.sf & PICANM_NOFULLBRIGHT_BIT) && !(globalflags & GLOBAL_NO_GL_FULLBRIGHT)) if (!(tex->PicAnim.sf & PICANM_NOFULLBRIGHT_BIT) && !(globalflags & GLOBAL_NO_GL_FULLBRIGHT) && !tex->NoBrightmapFlag[usepalswap])
{ {
if (TextureType == TT_HICREPLACE) if (TextureType == TT_HICREPLACE)
{ {
@ -259,9 +266,13 @@ bool GLInstance::SetTextureInternal(int picnum, FTexture* tex, int palette, int
if (brep) if (brep)
{ {
auto htex = LoadTexture(brep->faces[0], TT_HICREPLACE, 0); auto htex = LoadTexture(brep->faces[0], TT_HICREPLACE, 0);
// UseBrightmapping(true); UseBrightmaps(true);
BindTexture(5, mtex, sampler); BindTexture(5, mtex, sampler);
} }
else
{
tex->PicAnim.sf |= PICANM_NOFULLBRIGHT_BIT;
}
} }
else if (TextureType == TT_TRUECOLOR) else if (TextureType == TT_TRUECOLOR)
{ {
@ -269,8 +280,16 @@ bool GLInstance::SetTextureInternal(int picnum, FTexture* tex, int palette, int
if (lookuppal >= 0) if (lookuppal >= 0)
{ {
auto htex = LoadTexture(tex, TT_BRIGHTMAP, lookuppal); auto htex = LoadTexture(tex, TT_BRIGHTMAP, lookuppal);
// UseBrightmapping(true); if (htex == nullptr)
BindTexture(5, mtex, sampler); {
// Flag the texture as not being brightmapped for the given palette
tex->NoBrightmapFlag.Set(usepalswap);
}
else
{
UseBrightmaps(true);
BindTexture(5, mtex, sampler);
}
} }
} }
} }

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@ -505,6 +505,8 @@ void GLInstance::DrawImGui(ImDrawData* data)
void PolymostRenderState::Apply(PolymostShader* shader) void PolymostRenderState::Apply(PolymostShader* shader)
{ {
// Disable brightmaps if non-black fog is used.
if (!(Flags & RF_FogDisabled) && !FogColor.isBlack()) Flags &= ~RF_Brightmapping;
shader->Flags.Set(Flags); shader->Flags.Set(Flags);
shader->Shade.Set(Shade); shader->Shade.Set(Shade);
shader->NumShades.Set(NumShades); shader->NumShades.Set(NumShades);

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@ -7066,7 +7066,6 @@ static void G_Cleanup(void)
void G_Shutdown(void) void G_Shutdown(void)
{ {
G_SaveConfig();
S_SoundShutdown(); S_SoundShutdown();
S_MusicShutdown(); S_MusicShutdown();
CONTROL_Shutdown(); CONTROL_Shutdown();

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@ -664,7 +664,6 @@ TerminateGame(void)
} }
engineUnInit(); engineUnInit();
G_SaveConfig();
//Terminate3DSounds(); // Kill the sounds linked list //Terminate3DSounds(); // Kill the sounds linked list
UnInitSound(); UnInitSound();
@ -770,7 +769,6 @@ void MultiSharewareCheck(void)
#endif #endif
//uninitmultiplayers(); //uninitmultiplayers();
//uninitkeys(); //uninitkeys();
G_SaveConfig();
engineUnInit(); engineUnInit();
UnInitSound(); UnInitSound();
timerUninit(); timerUninit();

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@ -27,6 +27,7 @@ uniform sampler2D s_palette;
uniform sampler2D s_detail; uniform sampler2D s_detail;
uniform sampler2D s_glow; uniform sampler2D s_glow;
uniform sampler2D s_brightmap;
uniform float u_shade; uniform float u_shade;
uniform float u_numShades; uniform float u_numShades;
@ -188,19 +189,29 @@ void main()
palettedColor.a = c_one-floor(color.r); palettedColor.a = c_one-floor(color.r);
color = palettedColor; color = palettedColor;
color.rgb *= detailColor.rgb; // with all this palettizing, this can only be applied afterward, even though it is wrong to do it this way. color.rgb *= detailColor.rgb; // with all this palettizing, this can only be applied afterward, even though it is wrong to do it this way.
if (fullbright == 0.0) color.rgb *= v_color.rgb; // Well, this is dead wrong but unavoidable. For colored fog it applies the light to the fog as well...
} }
else else
{ {
color.rgb *= detailColor.rgb; color.rgb *= detailColor.rgb;
if ((u_flags & RF_FogDisabled) == 0)
vec3 lightcolor = v_color.rgb;
// The lighting model here does not really allow more than a simple on/off brightmap because anything more complex inteferes with the shade ramp... :(
if ((u_flags & RF_Brightmapping) != 0)
{ {
vec4 brightcolor = texture2D(s_brightmap, v_texCoord.xy);
color.rgb *= clamp(brightcolor.rgb + v_color.rgb, 0.0, 1.0);
}
else if ((u_flags & RF_FogDisabled) == 0)
{
color.rgb *= lightcolor;
shade = clamp(shade * u_shadeDiv, 0.0, 1.0); // u_shadeDiv is really 1/shadeDiv. shade = clamp(shade * u_shadeDiv, 0.0, 1.0); // u_shadeDiv is really 1/shadeDiv.
// Apply the shade as a linear depth fade ramp. // Apply the shade as a linear depth fade ramp.
color.rgb = mix(color.rgb, u_fogColor.rgb, shade); color.rgb = mix(color.rgb, u_fogColor.rgb, shade);
} }
} }
if (color.a < u_alphaThreshold) discard; // it's only here that we have the alpha value available to be able to perform the alpha test. if (color.a < u_alphaThreshold) discard; // it's only here that we have the alpha value available to be able to perform the alpha test.
if (fullbright == 0.0) color.rgb *= v_color.rgb;
color.a *= v_color.a; color.a *= v_color.a;
} }
else else