mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-10 23:02:03 +00:00
- made brightmaps operational.
The logic is not yet optimal but at least it works.
This commit is contained in:
parent
21ac5e87b5
commit
5fc81d1bd4
11 changed files with 50 additions and 13 deletions
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@ -171,7 +171,6 @@ void ShutDown(void)
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{
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if (!in3dmode())
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return;
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G_SaveConfig();
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netDeinitialize();
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sndTerm();
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sfxTerm();
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@ -258,6 +258,7 @@ int GameMain()
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// Just let the rest of the function execute.
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r = exit.Reason();
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}
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G_SaveConfig();
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#ifndef NETCODE_DISABLE
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if (gHaveNetworking) enet_deinitialize();
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#endif
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@ -259,6 +259,7 @@ public:
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int alphaThreshold = 128;
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picanm_t PicAnim = {};
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FixedBitArray<256> NoBrightmapFlag{ 0 };
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protected:
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@ -1464,6 +1464,12 @@ class FixedBitArray
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public:
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FixedBitArray() = default;
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FixedBitArray(bool set)
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{
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memset(bytes, set ? -1 : 0, sizeof(bytes));
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}
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bool operator[](size_t index) const
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{
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return !!(bytes[index >> 3] & (1 << (index & 7)));
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@ -5674,7 +5674,6 @@ static void G_Cleanup(void)
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void G_Shutdown(void)
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{
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G_SaveConfig();
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S_SoundShutdown();
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S_MusicShutdown();
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CONTROL_Shutdown();
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@ -170,6 +170,8 @@ bool PolymostShader::Load(const char * name, const char * vert_prog, const char
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glUniform1i(SamplerLoc, 3);
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SamplerLoc = glGetUniformLocation(hShader, "s_glow");
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glUniform1i(SamplerLoc, 4);
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SamplerLoc = glGetUniformLocation(hShader, "s_brightmap");
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glUniform1i(SamplerLoc, 5);
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glUseProgram(0);
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return true;
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@ -100,6 +100,7 @@ FHardwareTexture* GLInstance::CreateTrueColorTexture(FTexture* tex, int palid, b
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bool npoty = false;
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auto palette = palid < 0? nullptr : palmanager.GetPaletteData(palid);
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if (palette == nullptr) return nullptr;
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auto texbuffer = tex->CreateTexBuffer(palette, CTF_ProcessData);
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// Check if the texture is fully transparent. When creating a brightmap such textures can be discarded.
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if (checkfulltransparency)
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@ -144,7 +145,7 @@ FHardwareTexture* GLInstance::LoadTexture(FTexture* tex, int textype, int palid)
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else
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hwtex = CreateTrueColorTexture(tex, textype == TT_HICREPLACE? -1 : palid, textype == TT_BRIGHTMAP, textype == TT_BRIGHTMAP);
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tex->SetHardwareTexture(palid, hwtex);
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if (hwtex) tex->SetHardwareTexture(palid, hwtex);
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return hwtex;
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}
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@ -177,7 +178,12 @@ bool GLInstance::SetTextureInternal(int picnum, FTexture* tex, int palette, int
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else
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{
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// Only look up the palette if we really want to use it (i.e. when creating a true color texture of an ART tile.)
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if (TextureType == TT_TRUECOLOR) lookuppal = palmanager.LookupPalette(usepalette, usepalswap, false);
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if (TextureType == TT_TRUECOLOR)
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{
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/*lookuppal = palmanager.LookupPalette(usepalette, usepalswap, true);
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if (lookuppal< 0)*/ lookuppal = palmanager.LookupPalette(usepalette, usepalswap, false);
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}
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}
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// Load the main texture
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@ -191,6 +197,7 @@ bool GLInstance::SetTextureInternal(int picnum, FTexture* tex, int palette, int
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sampler = sampler + SamplerNoFilterRepeat - SamplerRepeat;
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}
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else renderState.Flags &= ~RF_UsePalette;
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UseBrightmaps(false);
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BindTexture(0, mtex, sampler);
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if (rep && (rep->scale.x != 1.0f || rep->scale.y != 1.0f || xpanning != 0 || ypanning != 0))
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@ -251,7 +258,7 @@ bool GLInstance::SetTextureInternal(int picnum, FTexture* tex, int palette, int
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BindTexture(4, htex, SamplerRepeat);
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}
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}
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if (!(tex->PicAnim.sf & PICANM_NOFULLBRIGHT_BIT) && !(globalflags & GLOBAL_NO_GL_FULLBRIGHT))
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if (!(tex->PicAnim.sf & PICANM_NOFULLBRIGHT_BIT) && !(globalflags & GLOBAL_NO_GL_FULLBRIGHT) && !tex->NoBrightmapFlag[usepalswap])
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{
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if (TextureType == TT_HICREPLACE)
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{
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@ -259,9 +266,13 @@ bool GLInstance::SetTextureInternal(int picnum, FTexture* tex, int palette, int
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if (brep)
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{
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auto htex = LoadTexture(brep->faces[0], TT_HICREPLACE, 0);
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// UseBrightmapping(true);
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UseBrightmaps(true);
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BindTexture(5, mtex, sampler);
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}
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else
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{
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tex->PicAnim.sf |= PICANM_NOFULLBRIGHT_BIT;
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}
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}
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else if (TextureType == TT_TRUECOLOR)
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{
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@ -269,8 +280,16 @@ bool GLInstance::SetTextureInternal(int picnum, FTexture* tex, int palette, int
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if (lookuppal >= 0)
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{
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auto htex = LoadTexture(tex, TT_BRIGHTMAP, lookuppal);
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// UseBrightmapping(true);
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BindTexture(5, mtex, sampler);
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if (htex == nullptr)
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{
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// Flag the texture as not being brightmapped for the given palette
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tex->NoBrightmapFlag.Set(usepalswap);
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}
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else
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{
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UseBrightmaps(true);
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BindTexture(5, mtex, sampler);
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}
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}
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}
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}
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@ -505,6 +505,8 @@ void GLInstance::DrawImGui(ImDrawData* data)
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void PolymostRenderState::Apply(PolymostShader* shader)
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{
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// Disable brightmaps if non-black fog is used.
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if (!(Flags & RF_FogDisabled) && !FogColor.isBlack()) Flags &= ~RF_Brightmapping;
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shader->Flags.Set(Flags);
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shader->Shade.Set(Shade);
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shader->NumShades.Set(NumShades);
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@ -7066,7 +7066,6 @@ static void G_Cleanup(void)
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void G_Shutdown(void)
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{
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G_SaveConfig();
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S_SoundShutdown();
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S_MusicShutdown();
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CONTROL_Shutdown();
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@ -664,7 +664,6 @@ TerminateGame(void)
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}
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engineUnInit();
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G_SaveConfig();
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//Terminate3DSounds(); // Kill the sounds linked list
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UnInitSound();
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@ -770,7 +769,6 @@ void MultiSharewareCheck(void)
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#endif
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//uninitmultiplayers();
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//uninitkeys();
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G_SaveConfig();
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engineUnInit();
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UnInitSound();
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timerUninit();
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@ -27,6 +27,7 @@ uniform sampler2D s_palette;
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uniform sampler2D s_detail;
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uniform sampler2D s_glow;
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uniform sampler2D s_brightmap;
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uniform float u_shade;
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uniform float u_numShades;
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@ -188,19 +189,29 @@ void main()
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palettedColor.a = c_one-floor(color.r);
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color = palettedColor;
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color.rgb *= detailColor.rgb; // with all this palettizing, this can only be applied afterward, even though it is wrong to do it this way.
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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...
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}
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else
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{
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color.rgb *= detailColor.rgb;
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if ((u_flags & RF_FogDisabled) == 0)
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vec3 lightcolor = v_color.rgb;
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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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{
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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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}
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else if ((u_flags & RF_FogDisabled) == 0)
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{
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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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// Apply the shade as a linear depth fade ramp.
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color.rgb = mix(color.rgb, u_fogColor.rgb, shade);
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}
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}
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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.
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if (fullbright == 0.0) color.rgb *= v_color.rgb;
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color.a *= v_color.a;
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}
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else
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