mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-25 19:20:46 +00:00
Polymost: center texel fetches for palette lookups and add various optimizations related to indexed texture changes
git-svn-id: https://svn.eduke32.com/eduke32@6777 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
parent
a364b7bbfd
commit
7b2c468f04
1 changed files with 197 additions and 107 deletions
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@ -151,10 +151,11 @@ static GLint alphaLoc = -1;
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static GLint fogRangeLoc = -1;
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static GLint fogColorLoc = -1;
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#define PALSWAP_TEXTURE_SIZE 2048
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int32_t r_useindexedcolortextures = -1;
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static int32_t lastbasepal = -1;
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static GLuint paletteTextureIDs[MAXBASEPALS];
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static GLuint palswapTextureIDs[MAXPALOOKUPS];
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static GLuint palswapTextureID = 0;
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static GLuint polymost1CurrentShaderProgramID = 0;
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static GLuint polymost1BasicShaderProgramID = 0;
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static GLuint polymost1ExtendedShaderProgramID = 0;
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@ -163,6 +164,11 @@ static GLint polymost1PalSwapSamplerLoc = -1;
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static GLint polymost1PaletteSamplerLoc = -1;
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static GLint polymost1DetailSamplerLoc = -1;
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static GLint polymost1GlowSamplerLoc = -1;
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static GLint polymost1PalswapPosLoc = -1;
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static vec2f_t polymost1PalswapPos = {0.f, 0.f};
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static GLint polymost1PalswapSizeLoc = -1;
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static vec2f_t polymost1PalswapSize = {0.f, 0.f};
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static vec2f_t polymost1PalswapInnerSize = {0.f, 0.f};
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static GLint polymost1ShadeLoc = -1;
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static float polymost1Shade = 0.f;
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static GLint polymost1FogEnabledLoc = -1;
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@ -556,6 +562,11 @@ void polymost_resetProgram()
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{
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useShaderProgram(polymost1CurrentShaderProgramID);
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}
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// ensure the palswapTexture is bound
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, palswapTextureID);
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glActiveTexture(GL_TEXTURE0);
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}
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}
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@ -570,6 +581,8 @@ static void polymost_setCurrentShaderProgram(uint32_t programID)
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polymost1PaletteSamplerLoc = glGetUniformLocation(polymost1CurrentShaderProgramID, "s_palette");
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polymost1DetailSamplerLoc = glGetUniformLocation(polymost1CurrentShaderProgramID, "s_detail");
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polymost1GlowSamplerLoc = glGetUniformLocation(polymost1CurrentShaderProgramID, "s_glow");
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polymost1PalswapPosLoc = glGetUniformLocation(polymost1CurrentShaderProgramID, "u_palswapPos");
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polymost1PalswapSizeLoc = glGetUniformLocation(polymost1CurrentShaderProgramID, "u_palswapSize");
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polymost1ShadeLoc = glGetUniformLocation(polymost1CurrentShaderProgramID, "u_shade");
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polymost1FogEnabledLoc = glGetUniformLocation(polymost1CurrentShaderProgramID, "u_fogEnabled");
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polymost1UsePaletteLoc = glGetUniformLocation(polymost1CurrentShaderProgramID, "u_usePalette");
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@ -578,6 +591,8 @@ static void polymost_setCurrentShaderProgram(uint32_t programID)
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polymost1UseGlowMappingLoc = glGetUniformLocation(polymost1CurrentShaderProgramID, "u_useGlowMapping");
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//set the uniforms to the current values
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glUniform2f(polymost1PalswapPosLoc, polymost1PalswapPos.x, polymost1PalswapPos.y);
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glUniform2f(polymost1PalswapSizeLoc, polymost1PalswapInnerSize.x, polymost1PalswapInnerSize.y);
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glUniform1f(polymost1ShadeLoc, polymost1Shade);
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glUniform1f(polymost1FogEnabledLoc, polymost1FogEnabled);
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glUniform1f(polymost1UseColorOnlyLoc, polymost1UseColorOnly);
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@ -586,6 +601,53 @@ static void polymost_setCurrentShaderProgram(uint32_t programID)
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glUniform1f(polymost1UseGlowMappingLoc, polymost1UseGlowMapping);
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}
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static void polymost_setPalswap(uint32_t index)
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{
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if (currentShaderProgramID == polymost1CurrentShaderProgramID)
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{
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static uint32_t lastPalswapIndex = 0;
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if (index == lastPalswapIndex)
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{
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return;
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}
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lastPalswapIndex = index;
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polymost1PalswapPos.x = index*polymost1PalswapSize.x;
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polymost1PalswapPos.y = floorf(polymost1PalswapPos.x);
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polymost1PalswapPos.x = polymost1PalswapPos.x - polymost1PalswapPos.y + (0.5f/PALSWAP_TEXTURE_SIZE);
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polymost1PalswapPos.y = polymost1PalswapPos.y * polymost1PalswapSize.y + (0.5f/PALSWAP_TEXTURE_SIZE);
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glUniform2f(polymost1PalswapPosLoc, polymost1PalswapPos.x, polymost1PalswapPos.y);
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}
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}
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static void polymost_setPalswapSize(uint32_t width, uint32_t height)
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{
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if (currentShaderProgramID == polymost1CurrentShaderProgramID)
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{
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polymost1PalswapSize.x = width*(1.f/PALSWAP_TEXTURE_SIZE);
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polymost1PalswapSize.y = height*(1.f/PALSWAP_TEXTURE_SIZE);
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polymost1PalswapInnerSize.x = (width-1)*(1.f/PALSWAP_TEXTURE_SIZE);
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polymost1PalswapInnerSize.y = (height-1)*(1.f/PALSWAP_TEXTURE_SIZE);
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glUniform2f(polymost1PalswapSizeLoc, polymost1PalswapInnerSize.x, polymost1PalswapInnerSize.y);
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}
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}
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static void polymost_setShade(int32_t shade)
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{
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if (currentShaderProgramID == polymost1CurrentShaderProgramID)
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{
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static int32_t lastShade = 0;
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if (shade == lastShade)
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{
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return;
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}
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lastShade = shade;
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polymost1Shade = getpalookup((r_usetileshades == 1 && !(globalflags & GLOBAL_NO_GL_TILESHADES)), shade)/((float) numshades);
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glUniform1f(polymost1ShadeLoc, polymost1Shade);
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}
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}
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void polymost_setFogEnabled(char fogEnabled)
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{
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if (currentShaderProgramID == polymost1CurrentShaderProgramID)
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@ -617,6 +679,11 @@ void polymost_useDetailMapping(char useDetailMapping)
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{
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if (currentShaderProgramID == polymost1CurrentShaderProgramID)
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{
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if (useDetailMapping == polymost1UseDetailMapping)
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{
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return;
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}
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if (useDetailMapping &&
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currentShaderProgramID != polymost1ExtendedShaderProgramID)
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{
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@ -632,6 +699,11 @@ void polymost_useGlowMapping(char useGlowMapping)
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{
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if (currentShaderProgramID == polymost1CurrentShaderProgramID)
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{
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if (useGlowMapping == polymost1UseGlowMapping)
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{
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return;
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}
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if (useGlowMapping &&
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currentShaderProgramID != polymost1ExtendedShaderProgramID)
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{
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@ -848,6 +920,8 @@ void polymost_glinit()
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//s_palette is the base palette texture where u is the color index\n\
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uniform sampler2D s_palette;\n\
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\n\
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uniform vec2 u_palswapPos;\n\
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uniform vec2 u_palswapSize;\n\
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uniform float u_shade;\n\
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uniform float u_fogEnabled;\n\
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\n\
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@ -856,6 +930,9 @@ void polymost_glinit()
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\n\
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varying vec4 v_color;\n\
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\n\
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const float c_basepalScale = 255.0/256.0;\n\
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const float c_basepalOffset = 0.5/256.0;\n\
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\n\
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const float c_zero = 0.0;\n\
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const float c_one = 1.0;\n\
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const vec4 c_vec4_one = vec4(c_one);\n\
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@ -866,7 +943,8 @@ void polymost_glinit()
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texCoord = mix(texCoord.xy, texCoord.yx, u_usePalette);\n\
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\n\
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vec4 color = texture2D(s_texture, texCoord);\n\
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float colorIndex = texture2D(s_palswap, vec2(color.r, u_shade)).r;\n\
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float colorIndex = texture2D(s_palswap, u_palswapPos+u_palswapSize*vec2(color.r, u_shade)).r;\n\
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colorIndex = c_basepalOffset + c_basepalScale*colorIndex;\n\
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vec4 palettedColor = texture2D(s_palette, vec2(colorIndex, c_zero));\n\
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float fogEnabled = c_one-u_usePalette*palettedColor.a;\n\
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palettedColor.a = c_one-floor(color.r);\n\
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@ -891,70 +969,76 @@ void polymost_glinit()
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gl_FragColor = color;\n\
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}\n";
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const char* const POLYMOST1_EXTENDED_FRAGMENT_SHADER_CODE =
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"#version 110\n\
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"#version 110\n\
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\n\
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//s_texture points to an indexed color texture\n\
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uniform sampler2D s_texture;\n\
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//s_palswap is the palette swap texture where u is the color index and v is the shade\n\
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uniform sampler2D s_palswap;\n\
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//s_palette is the base palette texture where u is the color index\n\
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uniform sampler2D s_palette;\n\
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\n\
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uniform sampler2D s_detail;\n\
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uniform sampler2D s_glow;\n\
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\n\
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uniform vec2 u_palswapPos;\n\
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uniform vec2 u_palswapSize;\n\
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uniform float u_shade;\n\
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uniform float u_fogEnabled;\n\
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\n\
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uniform float u_useColorOnly;\n\
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uniform float u_usePalette;\n\
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\n\
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uniform float u_useDetailMapping;\n\
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uniform float u_useGlowMapping;\n\
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\n\
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varying vec4 v_color;\n\
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\n\
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const float c_basepalScale = 255.0/256.0;\n\
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const float c_basepalOffset = 0.5/256.0;\n\
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\n\
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const float c_zero = 0.0;\n\
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const float c_one = 1.0;\n\
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const vec4 c_vec4_one = vec4(c_one);\n\
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\n\
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void main()\n\
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{\n\
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vec2 texCoord = (gl_TextureMatrix[0] * gl_TexCoord[0]).xy;\n\
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texCoord = mix(texCoord.xy, texCoord.yx, u_usePalette);\n\
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\n\
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//s_texture points to an indexed color texture\n\
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uniform sampler2D s_texture;\n\
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//s_palswap is the palette swap texture where u is the color index and v is the shade\n\
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uniform sampler2D s_palswap;\n\
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//s_palette is the base palette texture where u is the color index\n\
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uniform sampler2D s_palette;\n\
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vec4 color = texture2D(s_texture, texCoord);\n\
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float colorIndex = texture2D(s_palswap, u_palswapPos+u_palswapSize*vec2(color.r, u_shade)).r;\n\
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colorIndex = c_basepalOffset + c_basepalScale*colorIndex;\n\
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vec4 palettedColor = texture2D(s_palette, vec2(colorIndex, c_zero));\n\
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float fogEnabled = c_one-u_usePalette*palettedColor.a;\n\
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palettedColor.a = c_one-floor(color.r);\n\
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color = mix(color, palettedColor, u_usePalette);\n\
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\n\
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uniform sampler2D s_detail;\n\
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uniform sampler2D s_glow;\n\
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vec4 detailColor = texture2D(s_detail, (gl_TextureMatrix[3] * gl_TexCoord[0]).xy);\n\
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detailColor = mix(c_vec4_one, 2.0*detailColor, u_useDetailMapping*detailColor.a);\n\
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color.rgb *= detailColor.rgb;\n\
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\n\
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uniform float u_shade;\n\
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uniform float u_fogEnabled;\n\
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color = mix(color, c_vec4_one, u_useColorOnly);\n\
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\n\
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uniform float u_useColorOnly;\n\
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uniform float u_usePalette;\n\
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// DEBUG \n\
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//color = texture2D(s_palswap, gl_TexCoord[0].xy);\n\
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//color = texture2D(s_palette, gl_TexCoord[0].xy);\n\
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//color = texture2D(s_texture, gl_TexCoord[0].yx);\n\
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\n\
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uniform float u_useDetailMapping;\n\
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uniform float u_useGlowMapping;\n\
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fogEnabled = min(u_fogEnabled, fogEnabled);\n\
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float fogFactor = clamp((gl_Fog.end-gl_FogFragCoord)*gl_Fog.scale, c_one-fogEnabled, c_one);\n\
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//float fogFactor = clamp(gl_FogFragCoord, c_one-fogEnabled, c_one);\n\
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\n\
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varying vec4 v_color;\n\
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color.rgb *= v_color.rgb;\n\
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color.rgb = mix(gl_Fog.color.rgb, color.rgb, fogFactor);\n\
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\n\
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const float c_zero = 0.0;\n\
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const float c_one = 1.0;\n\
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const vec4 c_vec4_one = vec4(c_one);\n\
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vec4 glowColor = texture2D(s_glow, (gl_TextureMatrix[4] * gl_TexCoord[0]).xy);\n\
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color.rgb = mix(color.rgb, glowColor.rgb, u_useGlowMapping*glowColor.a*(c_one-u_useColorOnly));\n\
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\n\
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void main()\n\
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{\n\
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vec2 texCoord = (gl_TextureMatrix[0] * gl_TexCoord[0]).xy;\n\
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texCoord = mix(texCoord.xy, texCoord.yx, u_usePalette);\n\
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\n\
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vec4 color = texture2D(s_texture, texCoord);\n\
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float colorIndex = texture2D(s_palswap, vec2(color.r, u_shade)).r;\n\
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vec4 palettedColor = texture2D(s_palette, vec2(colorIndex, c_zero));\n\
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float fogEnabled = c_one-u_usePalette*palettedColor.a;\n\
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palettedColor.a = c_one-floor(color.r);\n\
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color = mix(color, palettedColor, u_usePalette);\n\
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\n\
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vec4 detailColor = texture2D(s_detail, (gl_TextureMatrix[3] * gl_TexCoord[0]).xy);\n\
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detailColor = mix(c_vec4_one, 2.0*detailColor, u_useDetailMapping*detailColor.a);\n\
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color.rgb *= detailColor.rgb;\n\
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\n\
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color = mix(color, c_vec4_one, u_useColorOnly);\n\
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\n\
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// DEBUG \n\
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//color = texture2D(s_palswap, gl_TexCoord[0].xy);\n\
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//color = texture2D(s_palette, gl_TexCoord[0].xy);\n\
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//color = texture2D(s_texture, gl_TexCoord[0].yx);\n\
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\n\
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fogEnabled = min(u_fogEnabled, fogEnabled);\n\
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float fogFactor = clamp((gl_Fog.end-gl_FogFragCoord)*gl_Fog.scale, c_one-fogEnabled, c_one);\n\
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//float fogFactor = clamp(gl_FogFragCoord, c_one-fogEnabled, c_one);\n\
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\n\
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color.rgb *= v_color.rgb;\n\
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color.rgb = mix(gl_Fog.color.rgb, color.rgb, fogFactor);\n\
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\n\
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vec4 glowColor = texture2D(s_glow, (gl_TextureMatrix[4] * gl_TexCoord[0]).xy);\n\
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color.rgb = mix(color.rgb, glowColor.rgb, u_useGlowMapping*glowColor.a*(c_one-u_useColorOnly));\n\
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\n\
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color.a *= v_color.a;\n\
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\n\
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gl_FragColor = color;\n\
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}\n";
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color.a *= v_color.a;\n\
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\n\
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gl_FragColor = color;\n\
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}\n";
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polymost1BasicShaderProgramID = glCreateProgram();
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GLuint polymost1BasicVertexShaderID = polymost2_compileShader(GL_VERTEX_SHADER, POLYMOST1_BASIC_VERTEX_SHADER_CODE);
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@ -976,6 +1060,7 @@ void polymost_glinit()
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glUniform1i(polymost1PaletteSamplerLoc, 2);
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glUniform1i(polymost1DetailSamplerLoc, 3);
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glUniform1i(polymost1GlowSamplerLoc, 4);
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polymost_setPalswapSize(256, numshades+1);
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glUniform1f(polymost1UseColorOnlyLoc, polymost1UseColorOnly);
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glUniform1f(polymost1UsePaletteLoc, polymost1UsePalette);
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glUniform1f(polymost1UseDetailMappingLoc, polymost1UseDetailMapping);
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@ -992,9 +1077,9 @@ void polymost_glinit()
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paletteTextureIDs[basepalnum] = 0;
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uploadbasepalette(basepalnum);
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}
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palswapTextureID = 0;
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for (int palookupnum = 0; palookupnum < MAXPALOOKUPS; ++palookupnum)
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{
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palswapTextureIDs[palookupnum] = 0;
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uploadpalswap(palookupnum);
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}
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@ -1716,14 +1801,14 @@ void uploadbasepalette(int32_t basepalnum)
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glGenTextures(1, &paletteTextureIDs[basepalnum]);
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}
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glBindTexture(GL_TEXTURE_2D, paletteTextureIDs[basepalnum]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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if (allocateTexture)
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{
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 256, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, basepalWFullBrightInfo);
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}
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else
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@ -1744,26 +1829,32 @@ void uploadpalswap(int32_t palookupnum)
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return;
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}
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char allocateTexture = !palswapTextureIDs[palookupnum];
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char allocateTexture = !palswapTextureID;
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if (allocateTexture)
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{
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glGenTextures(1, &palswapTextureIDs[palookupnum]);
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||||
glGenTextures(1, &palswapTextureID);
|
||||
}
|
||||
glBindTexture(GL_TEXTURE_2D, palswapTextureIDs[palookupnum]);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glBindTexture(GL_TEXTURE_2D, palswapTextureID);
|
||||
if (allocateTexture)
|
||||
{
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, 256, numshades+1, 0, GL_RED, GL_UNSIGNED_BYTE, palookup[palookupnum]);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, PALSWAP_TEXTURE_SIZE, PALSWAP_TEXTURE_SIZE, 0, GL_RED, GL_UNSIGNED_BYTE, NULL);
|
||||
}
|
||||
else
|
||||
|
||||
int32_t column = palookupnum%(PALSWAP_TEXTURE_SIZE/256);
|
||||
int32_t row = palookupnum/(PALSWAP_TEXTURE_SIZE/256);
|
||||
int32_t rowOffset = (numshades+1)*row;
|
||||
if (rowOffset > PALSWAP_TEXTURE_SIZE)
|
||||
{
|
||||
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 256, numshades+1, GL_RED, GL_UNSIGNED_BYTE, palookup[palookupnum]);
|
||||
OSD_Printf("Polymost: palswaps are too large for palswap tilesheet!\n");
|
||||
return;
|
||||
}
|
||||
glTexSubImage2D(GL_TEXTURE_2D, 0, 256*column, rowOffset, 256, numshades+1, GL_RED, GL_UNSIGNED_BYTE, palookup[palookupnum]);
|
||||
}
|
||||
|
||||
|
||||
|
@ -2633,8 +2724,6 @@ static void polymost2_drawVBO(GLenum mode,
|
|||
0);
|
||||
}
|
||||
|
||||
polymost_resetProgram();
|
||||
|
||||
glDisableVertexAttribArray(0);
|
||||
glDisableVertexAttribArray(1);
|
||||
|
||||
|
@ -2647,22 +2736,18 @@ static void polymost2_drawVBO(GLenum mode,
|
|||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
|
||||
polymost_resetVertexPointers();
|
||||
//polymost_resetVertexPointers();
|
||||
}
|
||||
|
||||
static void polymost_bindPaletteTextures()
|
||||
static void polymost_updatePalette()
|
||||
{
|
||||
if (getrendermode() != REND_POLYMOST)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
//POGOTODO: I could use the same approach as below, but with the palswaps to avoid rebinding when multiple objects in a row use the same palswap
|
||||
//POGOTODO: or I could make the palswaps an array texture or a tilesheet so they never have to be rebound
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, palswapTextureIDs[globalpal]);
|
||||
polymost1Shade = getpalookup((r_usetileshades == 1 && !(globalflags & GLOBAL_NO_GL_TILESHADES)), globalshade)/((float) numshades);
|
||||
glUniform1f(polymost1ShadeLoc, polymost1Shade);
|
||||
polymost_setPalswap(globalpal);
|
||||
polymost_setShade(globalshade);
|
||||
|
||||
//POGO: only bind the base pal once when it's swapped
|
||||
if (curbasepal != lastbasepal)
|
||||
|
@ -2670,9 +2755,8 @@ static void polymost_bindPaletteTextures()
|
|||
glActiveTexture(GL_TEXTURE2);
|
||||
glBindTexture(GL_TEXTURE_2D, paletteTextureIDs[curbasepal]);
|
||||
lastbasepal = curbasepal;
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
}
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
}
|
||||
|
||||
static void polymost_lockSubBuffer(uint32_t subBufferIndex)
|
||||
|
@ -2845,7 +2929,7 @@ static void polymost_drawpoly(vec2f_t const * const dpxy, int32_t const n, int32
|
|||
|
||||
if (getrendermode() == REND_POLYMOST)
|
||||
{
|
||||
polymost_bindPaletteTextures();
|
||||
polymost_updatePalette();
|
||||
texunits += 4;
|
||||
}
|
||||
|
||||
|
@ -2871,6 +2955,7 @@ static void polymost_drawpoly(vec2f_t const * const dpxy, int32_t const n, int32
|
|||
glScalef(detailpth->hicr->scale.x, detailpth->hicr->scale.y, 1.0f);
|
||||
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -2885,6 +2970,7 @@ static void polymost_drawpoly(vec2f_t const * const dpxy, int32_t const n, int32
|
|||
{
|
||||
polymost_useGlowMapping(true);
|
||||
polymost_setupglowtexture(getrendermode() == REND_POLYMOST ? GL_TEXTURE4 : ++texunits, glowpth->glpic);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
@ -3166,30 +3252,34 @@ do
|
|||
}
|
||||
|
||||
#ifdef USE_GLEXT
|
||||
while (texunits > GL_TEXTURE0)
|
||||
if (getrendermode() != REND_POLYMOST)
|
||||
{
|
||||
glActiveTexture(texunits);
|
||||
glMatrixMode(GL_TEXTURE);
|
||||
glLoadIdentity();
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
while (texunits > GL_TEXTURE0)
|
||||
{
|
||||
glActiveTexture(texunits);
|
||||
glMatrixMode(GL_TEXTURE);
|
||||
glLoadIdentity();
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
|
||||
glClientActiveTexture(texunits);
|
||||
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
glClientActiveTexture(texunits);
|
||||
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
|
||||
glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE, 1.0f);
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE, 1.0f);
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
|
||||
--texunits;
|
||||
--texunits;
|
||||
}
|
||||
}
|
||||
|
||||
polymost_useDetailMapping(false);
|
||||
polymost_useGlowMapping(false);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
#endif
|
||||
glMatrixMode(GL_TEXTURE);
|
||||
glLoadIdentity();
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
if (pth && pth->hicr)
|
||||
{
|
||||
glMatrixMode(GL_TEXTURE);
|
||||
glLoadIdentity();
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
}
|
||||
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
|
@ -7242,7 +7332,7 @@ void polymost_fillpolygon(int32_t npoints)
|
|||
}
|
||||
else
|
||||
{
|
||||
polymost_bindPaletteTextures();
|
||||
polymost_updatePalette();
|
||||
}
|
||||
|
||||
float const f = getshadefactor(globalshade);
|
||||
|
@ -7321,7 +7411,7 @@ int32_t polymost_drawtilescreen(int32_t tilex, int32_t tiley, int32_t wallnum, i
|
|||
}
|
||||
else
|
||||
{
|
||||
polymost_bindPaletteTextures();
|
||||
polymost_updatePalette();
|
||||
}
|
||||
|
||||
glDisable(GL_ALPHA_TEST);
|
||||
|
|
Loading…
Reference in a new issue