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polymost.cpp: fix rendering for indexed colour textures to match original behaviour when !r_usetileshades or globalflags & GLOBAL_NO_GL_TILESHADES
Additionally, fix issue in polymost_setShade() where shade calculation was happening after a check for whether or not the shade needed to be updated. git-svn-id: https://svn.eduke32.com/eduke32@6936 1a8010ca-5511-0410-912e-c29ae57300e0
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16cdad6bca
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1 changed files with 23 additions and 14 deletions
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@ -571,9 +571,11 @@ void polymost_resetProgram()
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useShaderProgram(polymost1CurrentShaderProgramID);
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}
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// ensure the palswapTexture is bound
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// ensure that palswapTexture and paletteTexture[curbasepal] is bound
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, palswapTextureID);
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_2D, paletteTextureIDs[curbasepal]);
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glActiveTexture(GL_TEXTURE0);
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}
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}
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@ -666,6 +668,11 @@ 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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if (!r_usetileshades || (globalflags & GLOBAL_NO_GL_TILESHADES))
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shade = 0;
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else
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shade = getpalookup(r_usetileshades == 1, shade);
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static int32_t lastShade = 0;
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if (shade == lastShade)
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{
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@ -673,7 +680,7 @@ static void polymost_setShade(int32_t shade)
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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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polymost1Shade = shade/((float) numshades);
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glUniform1f(polymost1ShadeLoc, polymost1Shade);
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}
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}
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@ -1074,7 +1081,7 @@ void polymost_glinit()
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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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float fullbright = 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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@ -1085,11 +1092,11 @@ void polymost_glinit()
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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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color.rgb = mix(v_color.rgb*color.rgb, color.rgb, fullbright);\n\
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\n\
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color.rgb *= v_color.rgb;\n\
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fullbright = max(c_one-u_fogEnabled, fullbright);\n\
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float fogFactor = clamp((gl_Fog.end-gl_FogFragCoord)*gl_Fog.scale, fullbright, c_one);\n\
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//float fogFactor = clamp(gl_FogFragCoord, fullbright, c_one);\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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color.a *= v_color.a;\n\
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@ -1147,7 +1154,7 @@ void polymost_glinit()
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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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float fullbright = 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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@ -1162,11 +1169,11 @@ void polymost_glinit()
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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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color.rgb = mix(v_color.rgb*color.rgb, color.rgb, fullbright);\n\
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\n\
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color.rgb *= v_color.rgb;\n\
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fullbright = max(c_one-u_fogEnabled, fullbright);\n\
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float fogFactor = clamp((gl_Fog.end-gl_FogFragCoord)*gl_Fog.scale, fullbright, c_one);\n\
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//float fogFactor = clamp(gl_FogFragCoord, fullbright, c_one);\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_TexCoord[4].xy);\n\
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@ -1924,7 +1931,7 @@ void uploadbasepalette(int32_t basepalnum)
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return;
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}
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//POGO: this is only necessary for GL fog compatibility, since it doesn't index into shade tables
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//POGO: this is only necessary for GL fog/vertex color shade compatibility, since those features don't index into shade tables
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uint8_t basepalWFullBrightInfo[4*256];
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for (int i = 0; i < 256; ++i)
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{
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@ -3173,7 +3180,9 @@ static void polymost_drawpoly(vec2f_t const * const dpxy, int32_t const n, int32
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#endif
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{
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polytint_t const & tint = hictinting[globalpal];
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float shadeFactor = pth->flags & PTH_INDEXED ? 1.f : getshadefactor(globalshade);
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float shadeFactor = (pth->flags & PTH_INDEXED) &&
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r_usetileshades &&
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!(globalflags & GLOBAL_NO_GL_TILESHADES) ? 1.f : getshadefactor(globalshade);
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pc[0] = (1.f-(tint.sr*(1.f/255.f)))*shadeFactor+(tint.sr*(1.f/255.f));
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pc[1] = (1.f-(tint.sg*(1.f/255.f)))*shadeFactor+(tint.sg*(1.f/255.f));
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pc[2] = (1.f-(tint.sb*(1.f/255.f)))*shadeFactor+(tint.sb*(1.f/255.f));
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