diff --git a/source/glbackend/gl_texture.cpp b/source/glbackend/gl_texture.cpp index fabdc6e89..dd263048f 100644 --- a/source/glbackend/gl_texture.cpp +++ b/source/glbackend/gl_texture.cpp @@ -69,7 +69,7 @@ bool GLInstance::SetTexture(int picnum, FGameTexture* tex, int paletteid, int sa int TextureType = (texpick.translation & 0x80000000) ? TT_INDEXED : TT_TRUECOLOR; if (TextureType == TT_INDEXED) { - sampler = sampler + SamplerNoFilterRepeat - SamplerRepeat; + sampler = sampler + CLAMP_NOFILTER - CLAMP_NONE; } diff --git a/source/glbackend/glbackend.cpp b/source/glbackend/glbackend.cpp index 15c8bd2c3..864328c2b 100644 --- a/source/glbackend/glbackend.cpp +++ b/source/glbackend/glbackend.cpp @@ -249,7 +249,6 @@ void GLInstance::DrawElement(EDrawType type, size_t start, size_t count, Polymos if (activeShader == polymostShader) { glVertexAttrib4fv(2, renderState.Color); - if (renderState.Color[3] != 1.f) renderState.Flags &= ~RF_Brightmapping; // The way the colormaps are set up means that brightmaps cannot be used on translucent content at all. renderState.Apply(polymostShader, lastState); } if (type != DT_Lines) @@ -267,7 +266,6 @@ void GLInstance::DoDraw() for (auto& rs : rendercommands) { glVertexAttrib4fv(2, rs.Color); - if (rs.Color[3] != 1.f) rs.Flags &= ~RF_Brightmapping; // The way the colormaps are set up means that brightmaps cannot be used on translucent content at all. rs.Apply(polymostShader, lastState); glDrawArrays(primtypes[rs.primtype], rs.vindex, rs.vcount); } @@ -543,12 +541,8 @@ void PolymostRenderState::Apply(PolymostShader* shader, GLState& oldState) } else shader->muFogEnabled.Set(0); - int texturemode = 0; - if (Flags & RF_DetailMapping) texturemode |= 0x20000; - if (Flags & RF_Brightmapping) texturemode |= 0x10000; - if (Flags & RF_GlowMapping) texturemode |= 0x40000; shader->Flags.Set(Flags); - shader->TextureMode.Set(texturemode); + shader->TextureMode.Set(LayerFlags); shader->NPOTEmulationFactor.Set(NPOTEmulationFactor); shader->NPOTEmulationXOffset.Set(NPOTEmulationXOffset); shader->AlphaThreshold.Set(AlphaTest ? AlphaThreshold : -1.f); diff --git a/source/glbackend/glbackend.h b/source/glbackend/glbackend.h index 74ed2e05f..d05f9e6a6 100644 --- a/source/glbackend/glbackend.h +++ b/source/glbackend/glbackend.h @@ -20,24 +20,6 @@ class F2DDrawer; struct palette_t; extern int xdim, ydim; -enum ESampler -{ - NoSampler = -1, - SamplerRepeat = CLAMP_NONE, - SamplerClampX = CLAMP_X, - SamplerClampY = CLAMP_Y, - SamplerClampXY = CLAMP_XY, - Sampler2DFiltered = CLAMP_XY_NOMIP, // Currently unused shpuld be used for 2D content - SamplerNoFilterRepeat = CLAMP_NOFILTER, - SamplerNoFilterClampX = CLAMP_NOFILTER_X, - SamplerNoFilterClampY = CLAMP_NOFILTER_Y, - SamplerNoFilterClampXY = CLAMP_NOFILTER_XY, -}; -enum -{ - PALSWAP_TEXTURE_SIZE = 2048 -}; - class PaletteManager { OpenGLRenderer::FHardwareTexture* palettetextures[256] = {}; @@ -391,20 +373,20 @@ public: void UseDetailMapping(bool yes) { - if (yes) renderState.Flags |= RF_DetailMapping; - else renderState.Flags &= ~RF_DetailMapping; + if (yes) renderState.LayerFlags |= TEXF_Detailmap; + else renderState.LayerFlags &= ~TEXF_Detailmap; } void UseGlowMapping(bool yes) { - if (yes) renderState.Flags |= RF_GlowMapping; - else renderState.Flags &= ~RF_GlowMapping; + if (yes) renderState.LayerFlags |= TEXF_Glowmap; + else renderState.LayerFlags &= ~TEXF_Glowmap; } void UseBrightmaps(bool yes) { - if (yes) renderState.Flags |= RF_Brightmapping; - else renderState.Flags &= ~RF_Brightmapping; + if (yes) renderState.LayerFlags |= TEXF_Brightmap; + else renderState.LayerFlags &= ~TEXF_Brightmap; } void SetNpotEmulation(float factor, float xOffset) diff --git a/source/glbackend/pm_renderstate.h b/source/glbackend/pm_renderstate.h index dd2bf543f..2b689a49d 100644 --- a/source/glbackend/pm_renderstate.h +++ b/source/glbackend/pm_renderstate.h @@ -18,9 +18,6 @@ enum PRSFlags { RF_ColorOnly = 1, RF_UsePalette = 2, - RF_DetailMapping = 4, - RF_GlowMapping = 8, - RF_Brightmapping = 16, RF_ShadeInterpolate = 64, RF_FogDisabled = 128, RF_MapFog = 256, // RRRA E2L1. @@ -48,8 +45,6 @@ enum PRSFlags STF_CLEARDEPTH = 2048, STF_VIEWPORTSET = 4096, STF_SCISSORSET = 8192, - - }; struct PolymostRenderState @@ -59,6 +54,7 @@ struct PolymostRenderState float ShadeDiv = 62.f; float VisFactor = 128.f; int Flags = 0; + int LayerFlags = 0; float NPOTEmulationFactor = 1.f; float NPOTEmulationXOffset; float Brightness = 1.f; diff --git a/wadsrc/static/engine/shaders/glsl/polymost.fp b/wadsrc/static/engine/shaders/glsl/polymost.fp index c7c8e4583..6407d91cd 100644 --- a/wadsrc/static/engine/shaders/glsl/polymost.fp +++ b/wadsrc/static/engine/shaders/glsl/polymost.fp @@ -1,10 +1,11 @@ const int RF_ColorOnly = 1; const int RF_UsePalette = 2; -const int RF_DetailMapping = 4; -const int RF_GlowMapping = 8; -const int RF_Brightmapping = 16; const int RF_ShadeInterpolate = 64; +const int TEXF_Brightmap = 0x10000; +const int TEXF_Detailmap = 0x20000; +const int TEXF_Glowmap = 0x40000; + struct Material { @@ -170,18 +171,8 @@ void main() } newCoord = vec2(coordX, coordY); - // Paletted textures are stored in column major order rather than row major so coordinates need to be swapped here. color = texture(s_texture, newCoord); - // This was further down but it really should be done before applying any kind of depth fading, not afterward. - vec4 detailColor = vec4(1.0); - if ((u_flags & RF_DetailMapping) != 0) - { - detailColor = texture(detailtexture, newCoord * uDetailParms.xy) * uDetailParms.z; - detailColor = mix(vec4(1.0), 2.0 * detailColor, detailColor.a); - // Application of this differs based on render mode because for paletted rendering with palettized shade tables it can only be done after processing the shade table. We only have a palette index before. - } - float visibility = max(uGlobVis * uLightFactor * v_distance - ((u_flags & RF_ShadeInterpolate) != 0.0? 0.5 : 0.0), 0.0); float numShades = float(uPalLightLevels & 255); float shade = clamp((uLightLevel + visibility), 0.0, numShades - 1.0); @@ -207,13 +198,17 @@ void main() palettedColor.a = color.r == 0.0? 0.0 : 1.0;// 1.0-floor(color.r); 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 *= v_color.rgb; // Well, this is dead wrong but unavoidable. For colored fog it applies the light to the fog as well... } else { - color.rgb *= detailColor.rgb; - + // This was further down but it really should be done before applying any kind of depth fading, not afterward. + if ((uTextureMode & TEXF_Detailmap) != 0) + { + vec4 detailColor = texture(detailtexture, newCoord * uDetailParms.xy) * uDetailParms.z; + detailColor = mix(vec4(1.0), 2.0 * detailColor, detailColor.a); + color.rgb *= detailColor.rgb; + } + // Apply the texture modification colors. int blendflags = int(uTextureAddColor.a); // this alpha is unused otherwise if (blendflags != 0) @@ -224,10 +219,10 @@ void main() if (uFogEnabled != 0) // Right now this code doesn't care about the fog modes yet. { - shade = clamp(shade * uLightDist, 0.0, 1.0); // u_shadeDiv is really 1/shadeDiv. + shade = clamp(shade * uLightDist, 0.0, 1.0); vec3 lightcolor = v_color.rgb * (1.0 - shade); - if ((u_flags & RF_Brightmapping) != 0) + if ((uTextureMode & TEXF_Brightmap) != 0) { lightcolor = clamp(lightcolor + texture(brighttexture, v_texCoord.xy).rgb, 0.0, 1.0); } @@ -235,6 +230,13 @@ void main() if (uFogDensity == 0.0) color.rgb += uFogColor.rgb * shade; } else color.rgb *= v_color.rgb; + + if ((uTextureMode & TEXF_Glowmap) != 0) + { + vec4 glowColor = texture(glowtexture, v_texCoord.xy); + color.rgb = mix(color.rgb, glowColor.rgb, glowColor.a); + } + } if (uFogDensity != 0.0) // fog hack for RRRA E2L1. Needs to be done better, this is gross, but still preferable to the broken original implementation. { @@ -250,11 +252,6 @@ void main() color = v_color; } - if ((u_flags & (RF_ColorOnly|RF_GlowMapping)) == RF_GlowMapping) - { - vec4 glowColor = texture(glowtexture, v_texCoord.xy); - color.rgb = mix(color.rgb, glowColor.rgb, glowColor.a); - } /* int ix = int (v_worldPosition.x);