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New Polymer feature: shitty mode.
git-svn-id: https://svn.eduke32.com/eduke32@3729 1a8010ca-5511-0410-912e-c29ae57300e0
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c2a5b60a14
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6dac6ac1c0
5 changed files with 173 additions and 5 deletions
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@ -676,6 +676,7 @@ EXTERN int16_t sintable[2048];
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EXTERN uint8_t palette[768];
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EXTERN int16_t numshades;
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EXTERN char *palookup[MAXPALOOKUPS];
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EXTERN uint8_t **basepaltableptr;
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EXTERN char parallaxtype, showinvisibility;
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EXTERN int32_t parallaxyoffs, parallaxyscale;
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EXTERN int32_t g_visibility, parallaxvisibility;
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@ -54,6 +54,7 @@ extern int32_t pr_overridespecular;
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extern float pr_specularpower;
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extern float pr_specularfactor;
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extern int32_t pr_highpalookups;
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extern int32_t pr_artmapping;
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extern int32_t pr_overridehud;
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extern float pr_hudxadd;
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extern float pr_hudyadd;
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@ -75,6 +76,7 @@ typedef enum {
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PR_BIT_ANIM_INTERPOLATION,
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PR_BIT_LIGHTING_PASS,
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PR_BIT_NORMAL_MAP,
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PR_BIT_ART_MAP,
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PR_BIT_DIFFUSE_MAP,
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PR_BIT_DIFFUSE_DETAIL_MAP,
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PR_BIT_DIFFUSE_MODULATION,
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@ -102,6 +104,10 @@ typedef struct s_prmaterial {
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GLuint normalmap;
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GLfloat normalbias[2];
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GLfloat* tbn;
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// PR_BIT_ART_MAP
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GLuint artmap;
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GLuint basepalmap;
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GLuint lookupmap;
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// PR_BIT_DIFFUSE_MAP
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GLuint diffusemap;
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GLfloat diffusescale[2];
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@ -137,6 +143,10 @@ typedef struct s_prrograminfo {
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GLint uniform_eyePosition;
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GLint uniform_normalMap;
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GLint uniform_normalBias;
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// PR_BIT_ART_MAP
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GLuint uniform_artMap;
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GLuint uniform_basePalMap;
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GLuint uniform_lookupMap;
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// PR_BIT_DIFFUSE_MAP
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GLint uniform_diffuseMap;
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GLint uniform_diffuseScale;
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@ -2411,7 +2411,6 @@ int32_t totalclocklock;
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char apptitle[256] = "Build Engine";
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static uint8_t **basepaltableptr;
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static uint8_t basepalreset=1;
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uint8_t basepalcount;
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uint8_t curbasepal;
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@ -33,6 +33,7 @@ int32_t pr_overridespecular = 0;
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float pr_specularpower = 15.0f;
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float pr_specularfactor = 1.0f;
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int32_t pr_highpalookups = 1;
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int32_t pr_artmapping = 0;
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int32_t pr_overridehud = 0;
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float pr_hudxadd = 0.0f;
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float pr_hudyadd = 0.0f;
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@ -58,6 +59,13 @@ _prsprite *prsprites[MAXSPRITES];
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_prmaterial mdspritematerial;
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_prhighpalookup prhighpalookups[MAXBASEPALS][MAXPALOOKUPS];
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// One U8 texture per tile
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GLuint prartmaps[MAXTILES];
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// 256 U8U8U8 values per basepal
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GLuint prbasepalmaps[MAXBASEPALS];
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// numshades full indirections (32*256) per lookup
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GLuint prlookups[MAXPALOOKUPS];
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static const GLfloat vertsprite[4 * 5] =
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{
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-0.5f, 0.0f, 0.0f,
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@ -256,6 +264,28 @@ _prprogrambit prprogrambits[PR_BIT_COUNT] = {
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" isNormalMapped = 1;\n"
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"\n",
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},
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{
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1 << PR_BIT_ART_MAP,
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// vert_def
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"uniform vec2 diffuseScale;\n"
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"\n",
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// vert_prog
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" gl_TexCoord[0] = vec4(diffuseScale, 1.0, 1.0) * gl_MultiTexCoord0;\n"
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"\n",
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// frag_def
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"uniform sampler2D artMap;\n"
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"uniform sampler2D basePalMap;\n"
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"uniform sampler2D lookupMap;\n"
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"\n",
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// frag_prog
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" float colorIndex = texture2D(artMap, commonTexCoord.st).r;\n"
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" colorIndex = texture2D(lookupMap, vec2(colorIndex, 8.0 / 32.0)).r;\n"
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"\n"
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" diffuseTexel = texture2D(basePalMap, vec2(colorIndex, 0.5)) * 2.0;\n"
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" if (colorIndex == 1.0)\n"
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" diffuseTexel.a = 0.0;\n"
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"\n",
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},
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{
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1 << PR_BIT_DIFFUSE_MAP,
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// vert_def
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@ -4432,6 +4462,10 @@ static void polymer_getscratchmaterial(_prmaterial* material)
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material->normalmap = 0;
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material->normalbias[0] = material->normalbias[1] = 0.0f;
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material->tbn = NULL;
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// PR_BIT_ART_MAP
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material->artmap = 0;
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material->basepalmap = 0;
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material->lookupmap = 0;
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// PR_BIT_DIFFUSE_MAP
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material->diffusemap = 0;
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material->diffusescale[0] = material->diffusescale[1] = 1.0f;
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@ -4468,7 +4502,86 @@ static void polymer_getbuildmaterial(_prmaterial* material, int16_t tile
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// PR_BIT_DIFFUSE_MAP
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if (!waloff[tilenum])
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loadtile(tilenum);
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// Lazily fill in all the textures we need, move this to precaching later
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if (pr_artmapping) {
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if (!prartmaps[tilenum]) {
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char *tilebuffer = (char *)waloff[tilenum];
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char tempbuffer[tilesizx[tilenum] * tilesizy[tilenum]];
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int i, j, k;
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i = k = 0;
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while (i < tilesizy[tilenum]) {
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j = 0;
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while (j < tilesizx[tilenum]) {
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tempbuffer[k] = tilebuffer[(j * tilesizy[tilenum]) + i];
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k++;
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j++;
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}
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i++;
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}
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bglGenTextures(1, &prartmaps[tilenum]);
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bglBindTexture(GL_TEXTURE_2D, prartmaps[tilenum]);
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bglTexImage2D(GL_TEXTURE_2D,
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0,
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GL_R8,
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tilesizx[tilenum],
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tilesizy[tilenum],
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0,
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GL_RED,
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GL_UNSIGNED_BYTE,
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tempbuffer);
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bglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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bglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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bglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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bglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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bglBindTexture(GL_TEXTURE_2D, 0);
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}
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if (!prbasepalmaps[curbasepal]) {
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bglGenTextures(1, &prbasepalmaps[curbasepal]);
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bglBindTexture(GL_TEXTURE_2D, prbasepalmaps[curbasepal]);
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bglTexImage2D(GL_TEXTURE_2D,
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0,
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GL_RGB,
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256,
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1,
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0,
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GL_RGB,
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GL_UNSIGNED_BYTE,
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basepaltableptr[curbasepal]);
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bglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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bglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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bglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, glinfo.clamptoedge?GL_CLAMP_TO_EDGE:GL_CLAMP);
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bglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, glinfo.clamptoedge?GL_CLAMP_TO_EDGE:GL_CLAMP);
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bglBindTexture(GL_TEXTURE_2D, 0);
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}
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if (!prlookups[pal]) {
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bglGenTextures(1, &prlookups[pal]);
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bglBindTexture(GL_TEXTURE_2D, prlookups[pal]);
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bglTexImage2D(GL_TEXTURE_2D,
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0,
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GL_R8,
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256,
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numshades,
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0,
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GL_RED,
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GL_UNSIGNED_BYTE,
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palookup[pal]);
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bglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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bglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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bglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, glinfo.clamptoedge?GL_CLAMP_TO_EDGE:GL_CLAMP);
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bglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, glinfo.clamptoedge?GL_CLAMP_TO_EDGE:GL_CLAMP);
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bglBindTexture(GL_TEXTURE_2D, 0);
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}
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material->artmap = prartmaps[tilenum];
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material->basepalmap = prbasepalmaps[curbasepal];
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material->lookupmap = prlookups[pal];
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}
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// PR_BIT_HIGHPALOOKUP_MAP
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if (pr_highpalookups && prhighpalookups[curbasepal][pal].map &&
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hicfindsubst(tilenum, 0, 0) &&
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@ -4584,12 +4697,18 @@ static int32_t polymer_bindmaterial(_prmaterial material, int16_t* lights,
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if (pr_normalmapping && material.normalmap)
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programbits |= prprogrambits[PR_BIT_NORMAL_MAP].bit;
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// PR_BIT_ART_MAP
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if (pr_artmapping && material.artmap &&
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material.basepalmap && material.lookupmap) {
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programbits |= prprogrambits[PR_BIT_ART_MAP].bit;
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programbits |= prprogrambits[PR_BIT_DIFFUSE_MAP2].bit;
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} else
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// PR_BIT_DIFFUSE_MAP
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if (material.diffusemap) {
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programbits |= prprogrambits[PR_BIT_DIFFUSE_MAP].bit;
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programbits |= prprogrambits[PR_BIT_DIFFUSE_MAP2].bit;
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}
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// PR_BIT_HIGHPALOOKUP_MAP
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if (material.highpalookupmap)
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programbits |= prprogrambits[PR_BIT_HIGHPALOOKUP_MAP].bit;
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@ -4599,7 +4718,8 @@ static int32_t polymer_bindmaterial(_prmaterial material, int16_t* lights,
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programbits |= prprogrambits[PR_BIT_DIFFUSE_DETAIL_MAP].bit;
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// PR_BIT_DIFFUSE_MODULATION
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programbits |= prprogrambits[PR_BIT_DIFFUSE_MODULATION].bit;
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if (!pr_artmapping)
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programbits |= prprogrambits[PR_BIT_DIFFUSE_MODULATION].bit;
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// PR_BIT_SPECULAR_MAP
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if (pr_specularmapping && material.specmap)
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@ -4614,7 +4734,7 @@ static int32_t polymer_bindmaterial(_prmaterial material, int16_t* lights,
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programbits |= prprogrambits[PR_BIT_MIRROR_MAP].bit;
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// PR_BIT_FOG
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if (!curlight && !material.mirrormap)
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if (!pr_artmapping && !curlight && !material.mirrormap)
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programbits |= prprogrambits[PR_BIT_FOG].bit;
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// PR_BIT_GLOW_MAP
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@ -4735,6 +4855,33 @@ static int32_t polymer_bindmaterial(_prmaterial material, int16_t* lights,
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texunit++;
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}
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// PR_BIT_ART_MAP
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if (programbits & prprogrambits[PR_BIT_ART_MAP].bit)
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{
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bglActiveTextureARB(texunit + GL_TEXTURE0_ARB);
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bglBindTexture(GL_TEXTURE_2D, material.artmap);
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bglUniform1iARB(prprograms[programbits].uniform_artMap, texunit);
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texunit++;
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bglActiveTextureARB(texunit + GL_TEXTURE0_ARB);
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bglBindTexture(GL_TEXTURE_2D, material.basepalmap);
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bglUniform1iARB(prprograms[programbits].uniform_basePalMap, texunit);
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texunit++;
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bglActiveTextureARB(texunit + GL_TEXTURE0_ARB);
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bglBindTexture(GL_TEXTURE_2D, material.lookupmap);
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bglUniform1iARB(prprograms[programbits].uniform_lookupMap, texunit);
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texunit++;
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bglUniform2fvARB(prprograms[programbits].uniform_diffuseScale, 1, material.diffusescale);
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}
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// PR_BIT_DIFFUSE_MAP
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if (programbits & prprogrambits[PR_BIT_DIFFUSE_MAP].bit)
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{
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@ -5086,6 +5233,15 @@ static void polymer_compileprogram(int32_t programbits)
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prprograms[programbits].uniform_normalBias = bglGetUniformLocationARB(program, "normalBias");
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}
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// PR_BIT_ART_MAP
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if (programbits & prprogrambits[PR_BIT_ART_MAP].bit)
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{
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prprograms[programbits].uniform_artMap = bglGetUniformLocationARB(program, "artMap");
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prprograms[programbits].uniform_basePalMap = bglGetUniformLocationARB(program, "basePalMap");
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prprograms[programbits].uniform_lookupMap = bglGetUniformLocationARB(program, "lookupMap");
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prprograms[programbits].uniform_diffuseScale = bglGetUniformLocationARB(program, "diffuseScale");
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}
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// PR_BIT_DIFFUSE_MAP
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if (programbits & prprogrambits[PR_BIT_DIFFUSE_MAP].bit)
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{
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@ -715,6 +715,7 @@ void polymost_glinit()
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bglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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bglPixelStorei(GL_PACK_ALIGNMENT, 1);
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bglPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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//bglHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
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//bglEnable(GL_LINE_SMOOTH);
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@ -6413,6 +6414,7 @@ void polymost_initosdfuncs(void)
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{ "r_pr_specularpower", "r_pr_specularpower: overriden specular material power", (void *) &pr_specularpower, CVAR_FLOAT | CVAR_NOSAVE, -10, 1000 },
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{ "r_pr_specularfactor", "r_pr_specularfactor: overriden specular material factor", (void *) &pr_specularfactor, CVAR_FLOAT | CVAR_NOSAVE, -10, 1000 },
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{ "r_pr_highpalookups", "r_pr_highpalookups: enable/disable highpalookups", (void *) &pr_highpalookups, CVAR_BOOL, 0, 1 },
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{ "r_pr_artmapping", "r_pr_artmapping: enable/disable highpalookups", (void *) &pr_artmapping, CVAR_BOOL, 0, 1 },
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{ "r_pr_overridehud", "r_pr_overridehud: overrides hud model parameters with values from the pr_hud* cvars; use it to fine-tune DEF tokens", (void *) &pr_overridehud, CVAR_BOOL | CVAR_NOSAVE, 0, 1 },
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{ "r_pr_hudxadd", "r_pr_hudxadd: overriden HUD xadd; see r_pr_overridehud", (void *) &pr_hudxadd, CVAR_FLOAT | CVAR_NOSAVE, -100, 100 },
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{ "r_pr_hudyadd", "r_pr_hudyadd: overriden HUD yadd; see r_pr_overridehud", (void *) &pr_hudyadd, CVAR_FLOAT | CVAR_NOSAVE, -100, 100 },
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