mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-27 04:00:42 +00:00
Merge branch 'back_to_basics2' into Blood_InputReworking
# Conflicts: # source/blood/src/hudsprites.cpp # source/exhumed/src/status.cpp # source/games/duke/src/game_misc.cpp # source/sw/src/draw.cpp
This commit is contained in:
commit
d40a2d3e95
20 changed files with 72 additions and 51 deletions
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@ -207,9 +207,9 @@ if( MSVC )
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# Function-level linking
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# Disable run-time type information
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if ( HAVE_VULKAN )
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set( ALL_C_FLAGS "/GF /Gy /permissive- /DHAVE_VULKAN /DHAVE_SOFTPOLY" )
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set( ALL_C_FLAGS "/GF /Gy /permissive- /DHAVE_VULKAN" )
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else()
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set( ALL_C_FLAGS "/GF /Gy /permissive- /DHAVE_SOFTPOLY" )
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set( ALL_C_FLAGS "/GF /Gy /permissive-" )
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endif()
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# Use SSE 2 as minimum always as the true color drawers needs it for __vectorcall
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@ -253,9 +253,9 @@ if( MSVC )
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else()
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set( REL_LINKER_FLAGS "" )
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if ( HAVE_VULKAN )
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set( ALL_C_FLAGS "-ffp-contract=off -DHAVE_VULKAN -DHAVE_SOFTPOLY" )
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set( ALL_C_FLAGS "-ffp-contract=off -DHAVE_VULKAN" )
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else()
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set( ALL_C_FLAGS "-ffp-contract=off -DHAVE_SOFTPOLY" )
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set( ALL_C_FLAGS "-ffp-contract=off" )
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endif()
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set( ALL_C_FLAGS "${ALL_C_FLAGS} -DUSE_OPENGL=1 -DNOASM=1" )
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@ -680,7 +680,6 @@ set( POLYRENDER_SOURCES
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# without being compiled.
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set( NOT_COMPILED_SOURCE_FILES
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${OTHER_SYSTEM_SOURCES}
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${POLYRENDER_SOURCES}
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sc_man_scanner.h
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common/engine/sc_man_scanner.re
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common/scripting/frontend/zcc-parse.lemon
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@ -704,7 +703,6 @@ set( VM_JIT_SOURCES
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set( FASTMATH_SOURCES
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common/rendering/gl_load/gl_load.c
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common/rendering/polyrenderer/poly_all.cpp
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common/textures/hires/hqnx/init.cpp
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common/textures/hires/hqnx/hq2x.cpp
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common/textures/hires/hqnx/hq3x.cpp
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@ -755,7 +753,7 @@ set (POLYBACKEND_SOURCES
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common/rendering/polyrenderer/backend/poly_hwtexture.cpp
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common/rendering/polyrenderer/backend/poly_renderstate.cpp
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)
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set (FASTMATH_SOURCES ${FASTMATH_SOURCES} ${POLYBACKEND_SOURCES})
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set (FASTMATH_SOURCES ${FASTMATH_SOURCES})
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set (PCH_SOURCES
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@ -103,7 +103,7 @@ void hudDraw(PLAYER *gView, VIEW *pView, int nSectnum, double bobx, double boby,
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double look_anghalf = getHalfLookAng(pView->q16look_ang, gView->q16look_ang, cl_syncinput, smoothratio);
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double looking_arc = fabs(look_anghalf) / 4.5;
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DrawCrosshair(kCrosshairTile, gView->pXSprite->health >> 4, -look_anghalf, 2);
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DrawCrosshair(kCrosshairTile, gView->pXSprite->health >> 4, -look_anghalf, 0, 2);
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double cX = 160 - look_anghalf;
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double cY = 220 + looking_arc;
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@ -706,9 +706,10 @@ void MyLoadSave::Save(void)
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int nXSprite = sprite[nSprite].extra;
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if (nXSprite > 0)
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{
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auto saved = xsprite[nXSprite].aiState;
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IndexAIState(xsprite[nXSprite].aiState);
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Write(&xsprite[nXSprite], sizeof(XSPRITE));
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UnindexAIState(xsprite[nXSprite].aiState);
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xsprite[nXSprite].aiState = saved;
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}
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}
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}
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@ -178,7 +178,7 @@ fixed_t qglobalhoriz;
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float fglobalposx, fglobalposy, fglobalposz;
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int16_t globalang, globalcursectnum;
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fixed_t qglobalang;
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int32_t globalpal, cosglobalang, singlobalang;
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int32_t globalpal, globalfloorpal, cosglobalang, singlobalang;
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int32_t cosviewingrangeglobalang, sinviewingrangeglobalang;
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int32_t xyaspect;
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@ -1767,7 +1767,7 @@ void renderDrawMapView(int32_t dax, int32_t day, int32_t zoome, int16_t ang)
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globalorientation = (int32_t)sec->floorstat;
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if ((globalorientation&1) != 0) continue;
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globalpal = sec->floorpal;
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globalfloorpal = globalpal = sec->floorpal;
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globalpicnum = sec->floorpicnum;
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if ((unsigned)globalpicnum >= (unsigned)MAXTILES) globalpicnum = 0;
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@ -1494,6 +1494,7 @@ static int32_t polymost_md3draw(md3model_t *m, tspriteptr_t tspr)
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}
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#endif
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int palid = TRANSLATION(Translation_Remap + curbasepal, globalpal);
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GLInterface.SetFade(sector[tspr->sectnum].floorpal);
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GLInterface.SetTexture(-1, tex, palid, CLAMP_XY);
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if (tspr->clipdist & TSPR_FLAGS_MDHACK)
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@ -299,7 +299,7 @@ static void polymost_drawpoly(vec2f_t const * const dpxy, int32_t const n, int32
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}
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if (!lookups.checkTable(globalpal))
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globalpal = 0;
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globalfloorpal = globalpal = 0;
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//Load texture (globalpicnum)
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setgotpic(globalpicnum);
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@ -377,6 +377,7 @@ static void polymost_drawpoly(vec2f_t const * const dpxy, int32_t const n, int32
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int palid = TRANSLATION(Translation_Remap + curbasepal, globalpal);
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GLInterface.SetFade(globalfloorpal);
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bool success = GLInterface.SetTexture(globalpicnum, tileGetTexture(globalpicnum), palid, sampleroverride);
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if (!success)
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{
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@ -1567,7 +1568,7 @@ static void polymost_drawalls(int32_t const bunch)
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globalpicnum = sec->floorpicnum;
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globalshade = sec->floorshade;
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globalpal = sec->floorpal;
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globalfloorpal = globalpal = sec->floorpal;
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globalorientation = sec->floorstat;
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GLInterface.SetVisibility(sectorVisibility(sectnum));
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@ -1808,7 +1809,7 @@ static void polymost_drawalls(int32_t const bunch)
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globalpicnum = sec->ceilingpicnum;
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globalshade = sec->ceilingshade;
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globalpal = sec->ceilingpal;
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globalfloorpal = globalpal = sec->ceilingpal;
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globalorientation = sec->ceilingstat;
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GLInterface.SetVisibility(sectorVisibility(sectnum));
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@ -2074,7 +2075,7 @@ static void polymost_drawalls(int32_t const bunch)
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if (((cy0 < ocy0) || (cy1 < ocy1)) && (!((sec->ceilingstat§or[nextsectnum].ceilingstat)&1)))
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{
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globalpicnum = wal->picnum; globalshade = wal->shade; globalpal = (int32_t)((uint8_t)wal->pal);
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globalpicnum = wal->picnum; globalshade = wal->shade; globalfloorpal = globalpal = (int32_t)((uint8_t)wal->pal);
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GLInterface.SetVisibility(sectorVisibility(sectnum));
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globalorientation = wal->cstat;
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tileUpdatePicnum(&globalpicnum, wallnum+16384);
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@ -2109,7 +2110,7 @@ static void polymost_drawalls(int32_t const bunch)
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xtex.u += (float)(nwal->xpanning - wal->xpanning) * xtex.d;
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ytex.u += (float)(nwal->xpanning - wal->xpanning) * ytex.d;
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}
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globalpicnum = nwal->picnum; globalshade = nwal->shade; globalpal = (int32_t)((uint8_t)nwal->pal);
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globalpicnum = nwal->picnum; globalshade = nwal->shade; globalfloorpal = globalpal = (int32_t)((uint8_t)nwal->pal);
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GLInterface.SetVisibility(sectorVisibility(sectnum));
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globalorientation = nwal->cstat;
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tileUpdatePicnum(&globalpicnum, wallnum+16384);
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@ -2150,7 +2151,7 @@ static void polymost_drawalls(int32_t const bunch)
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globalpicnum = (nextsectnum < 0) ? wal->picnum : wal->overpicnum;
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globalshade = wal->shade;
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globalpal = wal->pal;
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globalfloorpal = globalpal = wal->pal;
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GLInterface.SetVisibility(sectorVisibility(sectnum));
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globalorientation = wal->cstat;
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tileUpdatePicnum(&globalpicnum, wallnum+16384);
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@ -2670,7 +2671,7 @@ static void polymost_drawmaskwallinternal(int32_t wallIndex)
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GLInterface.SetVisibility(sectorVisibility(sectnum));
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globalshade = (int32_t)wal->shade;
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globalpal = (int32_t)((uint8_t)wal->pal);
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globalfloorpal = globalpal = (int32_t)((uint8_t)wal->pal);
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vec2f_t s0 = { (float)(wal->x-globalposx), (float)(wal->y-globalposy) };
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vec2f_t p0 = { s0.y*gcosang - s0.x*gsinang, s0.x*gcosang2 + s0.y*gsinang2 };
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@ -3043,6 +3044,7 @@ void polymost_drawsprite(int32_t snum)
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globalpicnum = tspr->picnum;
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globalshade = tspr->shade;
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globalpal = tspr->pal;
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globalfloorpal = sector[tspr->sectnum].floorpal;
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globalorientation = tspr->cstat;
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GLInterface.SetVisibility(sectorVisibility(tspr->sectnum));
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@ -1008,7 +1008,7 @@ voxmodel_t *loadkvxfrombuf(const char *kvxbuffer, int32_t length)
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//Draw voxel model as perfect cubes
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// Note: This is a hopeless mess that totally forfeits any chance of using a vertex buffer with its messy coordinate adjustments. :(
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int32_t polymost_voxdraw(voxmodel_t *m, tspriteptr_t const tspr)
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int32_t polymost_voxdraw(voxmodel_t* m, tspriteptr_t const tspr)
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{
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// float clut[6] = {1.02,1.02,0.94,1.06,0.98,0.98};
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float f, g, k0, zoff;
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@ -1016,7 +1016,7 @@ int32_t polymost_voxdraw(voxmodel_t *m, tspriteptr_t const tspr)
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if ((intptr_t)m == (intptr_t)(-1)) // hackhackhack
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return 0;
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if ((tspr->cstat&48)==32)
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if ((tspr->cstat & 48) == 32)
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return 0;
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polymost_outputGLDebugMessage(3, "polymost_voxdraw(m:%p, tspr:%p)", m, tspr);
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@ -1150,6 +1150,7 @@ int32_t polymost_voxdraw(voxmodel_t *m, tspriteptr_t const tspr)
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}
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GLInterface.SetPalswap(globalpal);
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GLInterface.SetFade(sector[tspr->sectnum].floorpal);
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// The texture here is already translated.
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GLInterface.SetTexture(-1, htex, 0/*TRANSLATION(Translation_Remap + curbasepal, globalpal)*/, CLAMP_NOFILTER_XY, true);
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@ -1394,7 +1394,7 @@ void DrawGenericCrosshair(int num, int phealth, double xdelta)
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}
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void DrawCrosshair(int deftile, int health, double xdelta, double scale, PalEntry color)
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void DrawCrosshair(int deftile, int health, double xdelta, double ydelta, double scale, PalEntry color)
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{
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int type = -1;
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if (automapMode == am_off && cl_crosshair)
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@ -1405,7 +1405,7 @@ void DrawCrosshair(int deftile, int health, double xdelta, double scale, PalEntr
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if (tile)
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{
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double crosshair_scale = cl_crosshairscale * .01 * scale;
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DrawTexture(twod, tile, 160 + xdelta, 100, DTA_Color, color,
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DrawTexture(twod, tile, 160 + xdelta, 100 + ydelta, DTA_Color, color,
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DTA_FullscreenScale, FSMode_Fit320x200, DTA_ScaleX, crosshair_scale, DTA_ScaleY, crosshair_scale, DTA_CenterOffsetRel, true,
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DTA_ViewportX, windowxy1.x, DTA_ViewportY, windowxy1.y, DTA_ViewportWidth, windowxy2.x - windowxy1.x + 1, DTA_ViewportHeight, windowxy2.y - windowxy1.y + 1, TAG_DONE);
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|
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@ -58,7 +58,7 @@ void CONFIG_ReadCombatMacros();
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int GameMain();
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int GetAutomapZoom(int gZoom);
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void DrawCrosshair(int deftile, int health, double xdelta, double scale, PalEntry color = 0xffffffff);
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void DrawCrosshair(int deftile, int health, double xdelta, double ydelta, double scale, PalEntry color = 0xffffffff);
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void updatePauseStatus();
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void DeferedStartGame(MapRecord* map, int skill);
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void ChangeLevel(MapRecord* map, int skill);
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|
|
|
@ -165,20 +165,20 @@ inline void videoclearFade()
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void videoTintBlood(int32_t r, int32_t g, int32_t b);
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extern int32_t globalpal;
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extern int32_t globalpal, globalfloorpal;
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extern void paletteLoadFromDisk(void);
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typedef struct glblenddef_
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struct glblenddef_t
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{
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float alpha;
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uint8_t src, dst, flags;
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} glblenddef_t;
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};
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|
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typedef struct glblend_
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struct glblend_t
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{
|
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glblenddef_t def[2];
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} glblend_t;
|
||||
};
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extern glblend_t const nullglblend, defaultglblend;
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extern glblend_t glblend[MAXBLENDTABS];
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|
|
|
@ -107,7 +107,7 @@ void GameInterface::Render()
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|
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DrawView(smoothratio);
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DrawStatusBar();
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DrawCrosshair(MAXTILES, PlayerList[nLocalPlayer].nHealth >> 3, -look_anghalf, 1);
|
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DrawCrosshair(MAXTILES, PlayerList[nLocalPlayer].nHealth >> 3, -look_anghalf, 0, 1);
|
||||
|
||||
if (paused && !M_Active())
|
||||
{
|
||||
|
|
|
@ -300,7 +300,7 @@ void drawoverlays(double smoothratio)
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|||
|
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if (ps[myconnectindex].newowner == -1 && ud.camerasprite == -1)
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||||
{
|
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DrawCrosshair(TILE_CROSSHAIR, ps[screenpeek].last_extra, -getHalfLookAng(pp->oq16look_ang, pp->q16look_ang, cl_syncinput, smoothratio), isRR() ? 0.5 : 1);
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DrawCrosshair(TILE_CROSSHAIR, ps[screenpeek].last_extra, -getHalfLookAng(pp->oq16look_ang, pp->q16look_ang, cl_syncinput, smoothratio), 0, isRR() ? 0.5 : 1);
|
||||
}
|
||||
|
||||
if (paused == 2)
|
||||
|
|
|
@ -152,7 +152,14 @@ void GLInstance::SetIdentityMatrix(int num)
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void GLInstance::SetPalswap(int index)
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||||
{
|
||||
renderState.ShadeDiv = lookups.tables[index].ShadeFactor;
|
||||
renderState.FogColor = lookups.getFade(index);
|
||||
}
|
||||
|
||||
void GLInstance::SetFade(int index)
|
||||
{
|
||||
if (!hw_useindexedcolortextures)
|
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renderState.FogColor = lookups.getFade(index);
|
||||
else
|
||||
renderState.FogColor = 0;
|
||||
}
|
||||
|
||||
void PolymostRenderState::Apply(FRenderState& state, GLState& oldState)
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||||
|
@ -227,17 +234,24 @@ void PolymostRenderState::Apply(FRenderState& state, GLState& oldState)
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state.SetDepthFunc(DepthFunc);
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oldState.DepthFunc = DepthFunc;
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||||
}
|
||||
bool foggy = (GLInterface.useMapFog || FogColor);
|
||||
// Disable brightmaps if non-black fog is used.
|
||||
if (!(Flags & RF_FogDisabled) && ShadeDiv >= 1 / 1000.f && (GLInterface.useMapFog || FogColor))
|
||||
if (!(Flags & RF_FogDisabled) && ShadeDiv >= 1 / 1000.f && foggy)
|
||||
{
|
||||
state.EnableFog(1);
|
||||
float density = GLInterface.useMapFog ? 350.f : 350.f - Scale(numshades - Shade, 150, numshades);
|
||||
state.SetFog((GLInterface.useMapFog) ? PalEntry(0x999999) : FogColor, density);
|
||||
state.SetSoftLightLevel(255);
|
||||
state.SetLightParms(128.f, 1/1000.f);
|
||||
}
|
||||
else
|
||||
{
|
||||
state.EnableFog(0);
|
||||
state.SetSoftLightLevel(ShadeDiv >= 1 / 1000.f ? 255 - Scale(Shade, 255, numshades) : 255);
|
||||
state.SetLightParms(VisFactor, ShadeDiv / (numshades - 2));
|
||||
}
|
||||
else state.EnableFog(0);
|
||||
|
||||
state.SetFog((GLInterface.useMapFog) ? PalEntry(0x999999) : FogColor, 350.f); // Fixme: The real density still needs to be implemented. 350 is a reasonable default only.
|
||||
|
||||
state.SetSoftLightLevel(ShadeDiv >= 1 / 1000.f ? 255 - Scale(Shade, 255, numshades) : 255);
|
||||
state.SetLightParms(VisFactor, ShadeDiv / (numshades - 2));
|
||||
state.SetTextureMode(TextureMode);
|
||||
|
||||
state.SetNpotEmulation(NPOTEmulation.Y, NPOTEmulation.X);
|
||||
|
@ -339,6 +353,7 @@ void WriteSavePic(FileWriter* file, int width, int height)
|
|||
RenderState.EnableDrawBuffers(1, true);
|
||||
|
||||
screen->SetViewportRects(&bounds);
|
||||
twodpsp.Clear();
|
||||
bool didit = gi->GenerateSavePic();
|
||||
|
||||
float Brightness = 8.f / (r_scenebrightness + 8.f);
|
||||
|
|
|
@ -140,6 +140,7 @@ public:
|
|||
}
|
||||
|
||||
void SetPalswap(int index);
|
||||
void SetFade(int palette);
|
||||
|
||||
void SetShade(int32_t shade, int numshades)
|
||||
{
|
||||
|
|
|
@ -28,7 +28,6 @@ BEGIN
|
|||
PUSHBUTTON "E&xit",IDCANCEL,166,228,50,14
|
||||
CONTROL "&OpenGL",IDC_WELCOME_VULKAN1,"Button",BS_AUTORADIOBUTTON | WS_GROUP | WS_TABSTOP,13,167,41,10
|
||||
CONTROL "&Vulkan",IDC_WELCOME_VULKAN2,"Button",BS_AUTORADIOBUTTON,13,177,37,10
|
||||
CONTROL "&SoftPoly",IDC_WELCOME_VULKAN3,"Button",BS_AUTORADIOBUTTON,13,188,43,10
|
||||
END
|
||||
|
||||
IDD_CRASHDIALOG DIALOGEX 0, 0, 415, 308
|
||||
|
|
|
@ -1262,7 +1262,7 @@ void DrawCrosshair(PLAYERp pp)
|
|||
if (!(CameraTestMode) && !TEST(pp->Flags, PF_VIEW_FROM_OUTSIDE))
|
||||
{
|
||||
USERp u = User[pp->PlayerSprite];
|
||||
::DrawCrosshair(2326, u->Health, -getHalfLookAng(pp->oq16look_ang, pp->q16look_ang, cl_syncinput, smoothratio), 2, shadeToLight(10));
|
||||
::DrawCrosshair(2326, u->Health, -getHalfLookAng(pp->oq16look_ang, pp->q16look_ang, cl_syncinput, smoothratio), 0, 2, shadeToLight(10));
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1733,8 +1733,11 @@ drawscreen(PLAYERp pp, double smoothratio)
|
|||
|
||||
if (!TEST(pp->Flags, PF_VIEW_FROM_CAMERA|PF_VIEW_FROM_OUTSIDE))
|
||||
{
|
||||
tz += bob_amt;
|
||||
tz += pp->obob_z + xs_CRoundToInt(fmulscale16(pp->bob_z - pp->obob_z, smoothratio));
|
||||
if (cl_viewbob)
|
||||
{
|
||||
tz += bob_amt;
|
||||
tz += pp->obob_z + xs_CRoundToInt(fmulscale16(pp->bob_z - pp->obob_z, smoothratio));
|
||||
}
|
||||
|
||||
// recoil only when not in camera
|
||||
tq16horiz = tq16horiz + pp->recoil_horizoff;
|
||||
|
@ -1773,7 +1776,7 @@ drawscreen(PLAYERp pp, double smoothratio)
|
|||
|
||||
|
||||
renderSetAspect(viewingRange, divscale16(ydim * 8, xdim * 5));
|
||||
UpdatePanel(smoothratio);
|
||||
if (!ScreenSavePic) UpdatePanel(smoothratio);
|
||||
|
||||
#define SLIME 2305
|
||||
// Only animate lava if its picnum is on screen
|
||||
|
@ -1789,6 +1792,13 @@ drawscreen(PLAYERp pp, double smoothratio)
|
|||
}
|
||||
#endif
|
||||
|
||||
// if doing a screen save don't need to process the rest
|
||||
if (ScreenSavePic)
|
||||
{
|
||||
DrawScreen = false;
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
MarkSectorSeen(pp->cursectnum);
|
||||
|
||||
|
@ -1817,13 +1827,6 @@ drawscreen(PLAYERp pp, double smoothratio)
|
|||
}
|
||||
|
||||
|
||||
// if doing a screen save don't need to process the rest
|
||||
if (ScreenSavePic)
|
||||
{
|
||||
DrawScreen = false;
|
||||
return;
|
||||
}
|
||||
|
||||
//PrintLocationInfo(pp);
|
||||
//PrintSpriteInfo(pp);
|
||||
|
||||
|
|
|
@ -29,8 +29,8 @@ tilefromtexture 2556 { file "tiles/duke3d/2556.png" xoffset -1 yoffset -2 ifcrc
|
|||
tilefromtexture 2557 { file "tiles/duke3d/2557.png" xoffset -1 yoffset -2 ifcrc 3133384900 }
|
||||
|
||||
// Level Ending Screens (by fgsfds)
|
||||
tilefromtexture 3240 { file "duke3d/3240.png" ifcrc -2916948 }
|
||||
tilefromtexture 3245 { file "duke3d/3245.png" ifcrc -721918170 }
|
||||
tilefromtexture 3240 { file "tiles/duke3d/3240.png" ifcrc -2916948 }
|
||||
tilefromtexture 3245 { file "tiles/duke3d/3245.png" ifcrc -721918170 }
|
||||
|
||||
// VACATION
|
||||
|
||||
|
|
Binary file not shown.
Before Width: | Height: | Size: 44 KiB After Width: | Height: | Size: 28 KiB |
|
@ -60,5 +60,5 @@ vec4 ProcessTexel()
|
|||
color.rgb = uFogColor.rgb * (1.0-fogfactor) + color.rgb * fogfactor;// mix(vec3(0.6), color.rgb, fogfactor);
|
||||
}
|
||||
if (color.a < uAlphaThreshold) discard; // it's only here that we have the alpha value available to be able to perform the alpha test.
|
||||
return vec4(color.rgb / 0.85, vColor.a);
|
||||
return vec4(color.rgb, 1.0);
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue