- replaced detail matrix with a two element scale vector because that is all that is needed.

This commit is contained in:
Christoph Oelckers 2020-05-31 12:23:35 +02:00
parent d752e33909
commit bd0c8acd46
8 changed files with 20 additions and 19 deletions

View file

@ -83,30 +83,30 @@ FMaterial::FMaterial(FGameTexture * tx, int scaleflags)
auto placeholder = TexMan.GameByIndex(1);
if (tx->Brightmap.get())
{
mTextureLayers.Push({ tx->Brightmap.get(), scaleflags });
mTextureLayers.Push({ tx->Brightmap.get(), scaleflags, -1 });
mLayerFlags |= TEXF_Brightmap;
}
else
{
mTextureLayers.Push({ placeholder->GetTexture(), 0 });
mTextureLayers.Push({ placeholder->GetTexture(), 0, -1 });
}
if (tx->Detailmap.get())
{
mTextureLayers.Push({ tx->Detailmap.get(), 0 });
mTextureLayers.Push({ tx->Detailmap.get(), 0, CLAMP_NONE });
mLayerFlags |= TEXF_Detailmap;
}
else
{
mTextureLayers.Push({ placeholder->GetTexture(), 0 });
mTextureLayers.Push({ placeholder->GetTexture(), 0, -1 });
}
if (tx->Glowmap.get())
{
mTextureLayers.Push({ tx->Glowmap.get(), scaleflags });
mTextureLayers.Push({ tx->Glowmap.get(), scaleflags, -1 });
mLayerFlags |= TEXF_Glowmap;
}
else
{
mTextureLayers.Push({ placeholder->GetTexture(), 0 });
mTextureLayers.Push({ placeholder->GetTexture(), 0, -1 });
}
auto index = tx->GetShaderIndex();

View file

@ -12,6 +12,7 @@ struct MaterialLayerInfo
{
FTexture* layerTexture;
int scaleFlags;
int clampflags;
};
//===========================================================================
@ -37,6 +38,10 @@ public:
int GetShaderIndex() const { return mShaderIndex; }
int GetScaleFlags() const { return mScaleFlags; }
virtual void DeleteDescriptors() { }
FVector2 GetDetailScale() const
{
return sourcetex->GetDetailScale();
}
FGameTexture* Source() const
{

View file

@ -148,11 +148,11 @@ bool PolymostShader::Load(const char * name, const char * vert_prog, const char
TintModulate.Init(hShader, "u_tintModulate");
TintOverlay.Init(hShader, "u_tintOverlay");
TintFlags.Init(hShader, "u_tintFlags");
DetailParms.Init(hShader, "u_detailParms");
RotMatrix.Init(hShader, "u_rotMatrix");
ModelMatrix.Init(hShader, "u_modelMatrix");
ProjectionMatrix.Init(hShader, "u_projectionMatrix");
DetailMatrix.Init(hShader, "u_detailMatrix");
TextureMatrix.Init(hShader, "u_textureMatrix");
@ -161,7 +161,6 @@ bool PolymostShader::Load(const char * name, const char * vert_prog, const char
VSMatrix identity(0);
TextureMatrix.Set(identity.get());
DetailMatrix.Set(identity.get());
int SamplerLoc;
SamplerLoc = glGetUniformLocation(hShader, "s_texture");

View file

@ -49,12 +49,12 @@ public:
FBufferedUniformPalEntry TintModulate;
FBufferedUniformPalEntry TintOverlay;
FBufferedUniform1i TintFlags;
FBufferedUniform2f DetailParms;
FUniformMatrix4f RotMatrix;
FUniformMatrix4f ModelMatrix;
FUniformMatrix4f ProjectionMatrix;
FUniformMatrix4f DetailMatrix;
FUniformMatrix4f TextureMatrix;
public:

View file

@ -194,7 +194,6 @@ void GLInstance::Draw(EDrawType type, size_t start, size_t count)
rendercommands.Push(renderState);
clearMapFog();
SetIdentityMatrix(Matrix_Texture);
SetIdentityMatrix(Matrix_Detail);
renderState.StateFlags &= ~(STF_CLEARCOLOR | STF_CLEARDEPTH | STF_VIEWPORTSET | STF_SCISSORSET);
}
@ -312,16 +311,17 @@ void PolymostRenderState::ApplyMaterial(FMaterial* mat, int clampmode, int trans
MaterialLayerInfo* layer;
auto base = static_cast<OpenGLRenderer::FHardwareTexture*>(mat->GetLayer(0, translation, &layer));
scf |= layer->scaleFlags;
if (base->BindOrCreate(layer->layerTexture, 0, clampmode, translation, scf))
if (base->BindOrCreate(layer->layerTexture, 0, layer->clampflags == -1? clampmode : layer->clampflags, translation, scf))
{
for (int i = 1; i < numLayers; i++)
{
auto systex = static_cast<OpenGLRenderer::FHardwareTexture*>(mat->GetLayer(i, 0, &layer));
// fixme: Upscale flags must be disabled for certain layers.
systex->BindOrCreate(layer->layerTexture, i, clampmode, 0, layer->scaleFlags);
systex->BindOrCreate(layer->layerTexture, i, layer->clampflags == -1 ? clampmode : layer->clampflags, 0, layer->scaleFlags);
maxbound = i;
}
}
// The palette lookup must be done manually.
#if 0
// unbind everything from the last texture that's still active
@ -343,6 +343,7 @@ void PolymostRenderState::Apply(PolymostShader* shader, GLState &oldState)
{
mMaterial.mChanged = false;
ApplyMaterial(mMaterial.mMaterial, mMaterial.mClampMode, mMaterial.mTranslation, mMaterial.mOverrideShader);
shader->DetailParms.Set(mMaterial.mMaterial->GetDetailScale().X, mMaterial.mMaterial->GetDetailScale().Y);
}
if (PaletteTexture != nullptr)
@ -497,8 +498,6 @@ void PolymostRenderState::Apply(PolymostShader* shader, GLState &oldState)
shader->ProjectionMatrix.Set(matrixArray[matrixIndex[Matrix_Projection]].get());
if (matrixIndex[Matrix_Model] != -1)
shader->ModelMatrix.Set(matrixArray[matrixIndex[Matrix_Model]].get());
if (matrixIndex[Matrix_Detail] != -1)
shader->DetailMatrix.Set(matrixArray[matrixIndex[Matrix_Detail]].get());
if (matrixIndex[Matrix_Texture] != -1)
shader->TextureMatrix.Set(matrixArray[matrixIndex[Matrix_Texture]].get());
memset(matrixIndex, -1, sizeof(matrixIndex));

View file

@ -104,7 +104,6 @@ void GLInstance::Draw2D(F2DDrawer *drawer)
VSMatrix mat(0);
SetIdentityMatrix(Matrix_View);
SetIdentityMatrix(Matrix_Model);
SetIdentityMatrix(Matrix_Detail);
mat.ortho(0, xdim, ydim, 0, -1, 1);
SetMatrix(Matrix_Projection, mat.get());
SetViewport(0, 0, xdim, ydim);

View file

@ -12,7 +12,6 @@ enum EMatrixType
Matrix_View,
Matrix_Projection,
Matrix_Model,
Matrix_Detail,
Matrix_Texture,
// These are the only ones being used.
NUMMATRICES
@ -71,7 +70,7 @@ struct PolymostRenderState
float AlphaThreshold = 0.5f;
bool AlphaTest = true;
float Color[4] = { 1,1,1,1 };
short matrixIndex[NUMMATRICES] = { 0,0,0,0,0 };
short matrixIndex[NUMMATRICES] = { 0,0,0,0 };
PalEntry fullscreenTint = 0xffffff, hictint = 0xffffff, hictint_overlay = 0xffffff;
int hictint_flags = -1;
FDepthBiasState mBias{ };

View file

@ -11,8 +11,8 @@ uniform float u_usePalette;
uniform mat4 u_rotMatrix;
uniform mat4 u_modelMatrix;
uniform mat4 u_projectionMatrix;
uniform mat4 u_detailMatrix;
uniform mat4 u_textureMatrix;
uniform vec2 u_detailParms;
in vec4 i_vertPos;
in vec4 i_texCoord;
@ -30,7 +30,7 @@ void main()
eyeCoordPosition.xyz /= eyeCoordPosition.w;
v_texCoord = u_textureMatrix * i_texCoord;
v_detailCoord = u_detailMatrix * i_texCoord;
v_detailCoord = vec4(i_texCoord.x * u_detailParms.x, i_texCoord.y * u_detailParms.y, 0.0, 0.0);
v_fogCoord = abs(eyeCoordPosition.z);