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
This commit is contained in:
pogokeen 2018-07-03 04:29:19 +00:00
parent 16cdad6bca
commit facc69f142

View file

@ -571,9 +571,11 @@ void polymost_resetProgram()
useShaderProgram(polymost1CurrentShaderProgramID); useShaderProgram(polymost1CurrentShaderProgramID);
} }
// ensure the palswapTexture is bound // ensure that palswapTexture and paletteTexture[curbasepal] is bound
glActiveTexture(GL_TEXTURE1); glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, palswapTextureID); glBindTexture(GL_TEXTURE_2D, palswapTextureID);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, paletteTextureIDs[curbasepal]);
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
} }
} }
@ -666,6 +668,11 @@ static void polymost_setShade(int32_t shade)
{ {
if (currentShaderProgramID == polymost1CurrentShaderProgramID) if (currentShaderProgramID == polymost1CurrentShaderProgramID)
{ {
if (!r_usetileshades || (globalflags & GLOBAL_NO_GL_TILESHADES))
shade = 0;
else
shade = getpalookup(r_usetileshades == 1, shade);
static int32_t lastShade = 0; static int32_t lastShade = 0;
if (shade == lastShade) if (shade == lastShade)
{ {
@ -673,7 +680,7 @@ static void polymost_setShade(int32_t shade)
} }
lastShade = shade; lastShade = shade;
polymost1Shade = getpalookup((r_usetileshades == 1 && !(globalflags & GLOBAL_NO_GL_TILESHADES)), shade)/((float) numshades); polymost1Shade = shade/((float) numshades);
glUniform1f(polymost1ShadeLoc, polymost1Shade); glUniform1f(polymost1ShadeLoc, polymost1Shade);
} }
} }
@ -1074,7 +1081,7 @@ void polymost_glinit()
float colorIndex = texture2D(s_palswap, u_palswapPos+u_palswapSize*vec2(color.r, u_shade)).r;\n\ float colorIndex = texture2D(s_palswap, u_palswapPos+u_palswapSize*vec2(color.r, u_shade)).r;\n\
colorIndex = c_basepalOffset + c_basepalScale*colorIndex;\n\ colorIndex = c_basepalOffset + c_basepalScale*colorIndex;\n\
vec4 palettedColor = texture2D(s_palette, vec2(colorIndex, c_zero));\n\ vec4 palettedColor = texture2D(s_palette, vec2(colorIndex, c_zero));\n\
float fogEnabled = c_one-u_usePalette*palettedColor.a;\n\ float fullbright = u_usePalette*palettedColor.a;\n\
palettedColor.a = c_one-floor(color.r);\n\ palettedColor.a = c_one-floor(color.r);\n\
color = mix(color, palettedColor, u_usePalette);\n\ color = mix(color, palettedColor, u_usePalette);\n\
\n\ \n\
@ -1085,11 +1092,11 @@ void polymost_glinit()
//color = texture2D(s_palette, gl_TexCoord[0].xy);\n\ //color = texture2D(s_palette, gl_TexCoord[0].xy);\n\
//color = texture2D(s_texture, gl_TexCoord[0].yx);\n\ //color = texture2D(s_texture, gl_TexCoord[0].yx);\n\
\n\ \n\
fogEnabled = min(u_fogEnabled, fogEnabled);\n\ color.rgb = mix(v_color.rgb*color.rgb, color.rgb, fullbright);\n\
float fogFactor = clamp((gl_Fog.end-gl_FogFragCoord)*gl_Fog.scale, c_one-fogEnabled, c_one);\n\
//float fogFactor = clamp(gl_FogFragCoord, c_one-fogEnabled, c_one);\n\
\n\ \n\
color.rgb *= v_color.rgb;\n\ fullbright = max(c_one-u_fogEnabled, fullbright);\n\
float fogFactor = clamp((gl_Fog.end-gl_FogFragCoord)*gl_Fog.scale, fullbright, c_one);\n\
//float fogFactor = clamp(gl_FogFragCoord, fullbright, c_one);\n\
color.rgb = mix(gl_Fog.color.rgb, color.rgb, fogFactor);\n\ color.rgb = mix(gl_Fog.color.rgb, color.rgb, fogFactor);\n\
\n\ \n\
color.a *= v_color.a;\n\ color.a *= v_color.a;\n\
@ -1147,7 +1154,7 @@ void polymost_glinit()
float colorIndex = texture2D(s_palswap, u_palswapPos+u_palswapSize*vec2(color.r, u_shade)).r;\n\ float colorIndex = texture2D(s_palswap, u_palswapPos+u_palswapSize*vec2(color.r, u_shade)).r;\n\
colorIndex = c_basepalOffset + c_basepalScale*colorIndex;\n\ colorIndex = c_basepalOffset + c_basepalScale*colorIndex;\n\
vec4 palettedColor = texture2D(s_palette, vec2(colorIndex, c_zero));\n\ vec4 palettedColor = texture2D(s_palette, vec2(colorIndex, c_zero));\n\
float fogEnabled = c_one-u_usePalette*palettedColor.a;\n\ float fullbright = u_usePalette*palettedColor.a;\n\
palettedColor.a = c_one-floor(color.r);\n\ palettedColor.a = c_one-floor(color.r);\n\
color = mix(color, palettedColor, u_usePalette);\n\ color = mix(color, palettedColor, u_usePalette);\n\
\n\ \n\
@ -1162,11 +1169,11 @@ void polymost_glinit()
//color = texture2D(s_palette, gl_TexCoord[0].xy);\n\ //color = texture2D(s_palette, gl_TexCoord[0].xy);\n\
//color = texture2D(s_texture, gl_TexCoord[0].yx);\n\ //color = texture2D(s_texture, gl_TexCoord[0].yx);\n\
\n\ \n\
fogEnabled = min(u_fogEnabled, fogEnabled);\n\ color.rgb = mix(v_color.rgb*color.rgb, color.rgb, fullbright);\n\
float fogFactor = clamp((gl_Fog.end-gl_FogFragCoord)*gl_Fog.scale, c_one-fogEnabled, c_one);\n\
//float fogFactor = clamp(gl_FogFragCoord, c_one-fogEnabled, c_one);\n\
\n\ \n\
color.rgb *= v_color.rgb;\n\ fullbright = max(c_one-u_fogEnabled, fullbright);\n\
float fogFactor = clamp((gl_Fog.end-gl_FogFragCoord)*gl_Fog.scale, fullbright, c_one);\n\
//float fogFactor = clamp(gl_FogFragCoord, fullbright, c_one);\n\
color.rgb = mix(gl_Fog.color.rgb, color.rgb, fogFactor);\n\ color.rgb = mix(gl_Fog.color.rgb, color.rgb, fogFactor);\n\
\n\ \n\
vec4 glowColor = texture2D(s_glow, gl_TexCoord[4].xy);\n\ vec4 glowColor = texture2D(s_glow, gl_TexCoord[4].xy);\n\
@ -1924,7 +1931,7 @@ void uploadbasepalette(int32_t basepalnum)
return; return;
} }
//POGO: this is only necessary for GL fog compatibility, since it doesn't index into shade tables //POGO: this is only necessary for GL fog/vertex color shade compatibility, since those features don't index into shade tables
uint8_t basepalWFullBrightInfo[4*256]; uint8_t basepalWFullBrightInfo[4*256];
for (int i = 0; i < 256; ++i) for (int i = 0; i < 256; ++i)
{ {
@ -3173,7 +3180,9 @@ static void polymost_drawpoly(vec2f_t const * const dpxy, int32_t const n, int32
#endif #endif
{ {
polytint_t const & tint = hictinting[globalpal]; polytint_t const & tint = hictinting[globalpal];
float shadeFactor = pth->flags & PTH_INDEXED ? 1.f : getshadefactor(globalshade); float shadeFactor = (pth->flags & PTH_INDEXED) &&
r_usetileshades &&
!(globalflags & GLOBAL_NO_GL_TILESHADES) ? 1.f : getshadefactor(globalshade);
pc[0] = (1.f-(tint.sr*(1.f/255.f)))*shadeFactor+(tint.sr*(1.f/255.f)); pc[0] = (1.f-(tint.sr*(1.f/255.f)))*shadeFactor+(tint.sr*(1.f/255.f));
pc[1] = (1.f-(tint.sg*(1.f/255.f)))*shadeFactor+(tint.sg*(1.f/255.f)); pc[1] = (1.f-(tint.sg*(1.f/255.f)))*shadeFactor+(tint.sg*(1.f/255.f));
pc[2] = (1.f-(tint.sb*(1.f/255.f)))*shadeFactor+(tint.sb*(1.f/255.f)); pc[2] = (1.f-(tint.sb*(1.f/255.f)))*shadeFactor+(tint.sb*(1.f/255.f));