mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-10 23:02:03 +00:00
- replaced detail matrix with a two element scale vector because that is all that is needed.
This commit is contained in:
parent
d752e33909
commit
bd0c8acd46
8 changed files with 20 additions and 19 deletions
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@ -83,30 +83,30 @@ FMaterial::FMaterial(FGameTexture * tx, int scaleflags)
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auto placeholder = TexMan.GameByIndex(1);
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if (tx->Brightmap.get())
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{
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mTextureLayers.Push({ tx->Brightmap.get(), scaleflags });
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mTextureLayers.Push({ tx->Brightmap.get(), scaleflags, -1 });
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mLayerFlags |= TEXF_Brightmap;
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}
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else
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{
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mTextureLayers.Push({ placeholder->GetTexture(), 0 });
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mTextureLayers.Push({ placeholder->GetTexture(), 0, -1 });
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}
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if (tx->Detailmap.get())
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{
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mTextureLayers.Push({ tx->Detailmap.get(), 0 });
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mTextureLayers.Push({ tx->Detailmap.get(), 0, CLAMP_NONE });
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mLayerFlags |= TEXF_Detailmap;
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}
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else
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{
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mTextureLayers.Push({ placeholder->GetTexture(), 0 });
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mTextureLayers.Push({ placeholder->GetTexture(), 0, -1 });
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}
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if (tx->Glowmap.get())
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{
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mTextureLayers.Push({ tx->Glowmap.get(), scaleflags });
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mTextureLayers.Push({ tx->Glowmap.get(), scaleflags, -1 });
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mLayerFlags |= TEXF_Glowmap;
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}
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else
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{
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mTextureLayers.Push({ placeholder->GetTexture(), 0 });
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mTextureLayers.Push({ placeholder->GetTexture(), 0, -1 });
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}
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auto index = tx->GetShaderIndex();
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@ -12,6 +12,7 @@ struct MaterialLayerInfo
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{
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FTexture* layerTexture;
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int scaleFlags;
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int clampflags;
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};
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//===========================================================================
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@ -37,6 +38,10 @@ public:
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int GetShaderIndex() const { return mShaderIndex; }
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int GetScaleFlags() const { return mScaleFlags; }
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virtual void DeleteDescriptors() { }
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FVector2 GetDetailScale() const
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{
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return sourcetex->GetDetailScale();
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}
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FGameTexture* Source() const
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{
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@ -148,11 +148,11 @@ bool PolymostShader::Load(const char * name, const char * vert_prog, const char
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TintModulate.Init(hShader, "u_tintModulate");
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TintOverlay.Init(hShader, "u_tintOverlay");
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TintFlags.Init(hShader, "u_tintFlags");
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DetailParms.Init(hShader, "u_detailParms");
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RotMatrix.Init(hShader, "u_rotMatrix");
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ModelMatrix.Init(hShader, "u_modelMatrix");
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ProjectionMatrix.Init(hShader, "u_projectionMatrix");
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DetailMatrix.Init(hShader, "u_detailMatrix");
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TextureMatrix.Init(hShader, "u_textureMatrix");
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@ -161,7 +161,6 @@ bool PolymostShader::Load(const char * name, const char * vert_prog, const char
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VSMatrix identity(0);
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TextureMatrix.Set(identity.get());
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DetailMatrix.Set(identity.get());
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int SamplerLoc;
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SamplerLoc = glGetUniformLocation(hShader, "s_texture");
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@ -49,12 +49,12 @@ public:
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FBufferedUniformPalEntry TintModulate;
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FBufferedUniformPalEntry TintOverlay;
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FBufferedUniform1i TintFlags;
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FBufferedUniform2f DetailParms;
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FUniformMatrix4f RotMatrix;
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FUniformMatrix4f ModelMatrix;
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FUniformMatrix4f ProjectionMatrix;
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FUniformMatrix4f DetailMatrix;
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FUniformMatrix4f TextureMatrix;
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public:
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@ -194,7 +194,6 @@ void GLInstance::Draw(EDrawType type, size_t start, size_t count)
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rendercommands.Push(renderState);
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clearMapFog();
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SetIdentityMatrix(Matrix_Texture);
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SetIdentityMatrix(Matrix_Detail);
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renderState.StateFlags &= ~(STF_CLEARCOLOR | STF_CLEARDEPTH | STF_VIEWPORTSET | STF_SCISSORSET);
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}
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@ -312,16 +311,17 @@ void PolymostRenderState::ApplyMaterial(FMaterial* mat, int clampmode, int trans
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MaterialLayerInfo* layer;
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auto base = static_cast<OpenGLRenderer::FHardwareTexture*>(mat->GetLayer(0, translation, &layer));
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scf |= layer->scaleFlags;
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if (base->BindOrCreate(layer->layerTexture, 0, clampmode, translation, scf))
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if (base->BindOrCreate(layer->layerTexture, 0, layer->clampflags == -1? clampmode : layer->clampflags, translation, scf))
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{
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for (int i = 1; i < numLayers; i++)
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{
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auto systex = static_cast<OpenGLRenderer::FHardwareTexture*>(mat->GetLayer(i, 0, &layer));
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// fixme: Upscale flags must be disabled for certain layers.
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systex->BindOrCreate(layer->layerTexture, i, clampmode, 0, layer->scaleFlags);
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systex->BindOrCreate(layer->layerTexture, i, layer->clampflags == -1 ? clampmode : layer->clampflags, 0, layer->scaleFlags);
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maxbound = i;
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}
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}
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// The palette lookup must be done manually.
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#if 0
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// unbind everything from the last texture that's still active
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@ -343,6 +343,7 @@ void PolymostRenderState::Apply(PolymostShader* shader, GLState &oldState)
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{
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mMaterial.mChanged = false;
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ApplyMaterial(mMaterial.mMaterial, mMaterial.mClampMode, mMaterial.mTranslation, mMaterial.mOverrideShader);
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shader->DetailParms.Set(mMaterial.mMaterial->GetDetailScale().X, mMaterial.mMaterial->GetDetailScale().Y);
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}
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if (PaletteTexture != nullptr)
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@ -497,8 +498,6 @@ void PolymostRenderState::Apply(PolymostShader* shader, GLState &oldState)
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shader->ProjectionMatrix.Set(matrixArray[matrixIndex[Matrix_Projection]].get());
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if (matrixIndex[Matrix_Model] != -1)
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shader->ModelMatrix.Set(matrixArray[matrixIndex[Matrix_Model]].get());
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if (matrixIndex[Matrix_Detail] != -1)
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shader->DetailMatrix.Set(matrixArray[matrixIndex[Matrix_Detail]].get());
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if (matrixIndex[Matrix_Texture] != -1)
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shader->TextureMatrix.Set(matrixArray[matrixIndex[Matrix_Texture]].get());
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memset(matrixIndex, -1, sizeof(matrixIndex));
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@ -104,7 +104,6 @@ void GLInstance::Draw2D(F2DDrawer *drawer)
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VSMatrix mat(0);
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SetIdentityMatrix(Matrix_View);
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SetIdentityMatrix(Matrix_Model);
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SetIdentityMatrix(Matrix_Detail);
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mat.ortho(0, xdim, ydim, 0, -1, 1);
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SetMatrix(Matrix_Projection, mat.get());
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SetViewport(0, 0, xdim, ydim);
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@ -12,7 +12,6 @@ enum EMatrixType
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Matrix_View,
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Matrix_Projection,
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Matrix_Model,
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Matrix_Detail,
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Matrix_Texture,
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// These are the only ones being used.
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NUMMATRICES
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@ -71,7 +70,7 @@ struct PolymostRenderState
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float AlphaThreshold = 0.5f;
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bool AlphaTest = true;
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float Color[4] = { 1,1,1,1 };
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short matrixIndex[NUMMATRICES] = { 0,0,0,0,0 };
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short matrixIndex[NUMMATRICES] = { 0,0,0,0 };
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PalEntry fullscreenTint = 0xffffff, hictint = 0xffffff, hictint_overlay = 0xffffff;
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int hictint_flags = -1;
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FDepthBiasState mBias{ };
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@ -11,8 +11,8 @@ uniform float u_usePalette;
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uniform mat4 u_rotMatrix;
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uniform mat4 u_modelMatrix;
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uniform mat4 u_projectionMatrix;
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uniform mat4 u_detailMatrix;
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uniform mat4 u_textureMatrix;
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uniform vec2 u_detailParms;
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in vec4 i_vertPos;
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in vec4 i_texCoord;
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@ -30,7 +30,7 @@ void main()
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eyeCoordPosition.xyz /= eyeCoordPosition.w;
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v_texCoord = u_textureMatrix * i_texCoord;
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v_detailCoord = u_detailMatrix * i_texCoord;
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v_detailCoord = vec4(i_texCoord.x * u_detailParms.x, i_texCoord.y * u_detailParms.y, 0.0, 0.0);
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v_fogCoord = abs(eyeCoordPosition.z);
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