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- converted all boolean parameters of the shader into a single flag word.
- discarded the idea of transient palettes because the maintenance here stood in no relation to the savingd.
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parent
17816b0f63
commit
7d2f61db2e
11 changed files with 166 additions and 131 deletions
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@ -230,7 +230,6 @@ void GLInstance::Draw(EDrawType type, size_t start, size_t count)
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if (activeShader == polymostShader)
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{
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renderState.UsePalette = texv && texv->isIndexed();
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renderState.Apply(polymostShader);
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}
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glBegin(primtypes[type]);
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@ -386,18 +385,6 @@ void GLInstance::SetDepthFunc(int func)
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glDepthFunc(f[func]);
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}
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void GLInstance::SetFadeColor(PalEntry color)
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{
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renderState.FogColor[0] = color.r * (1 / 255.f);
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renderState.FogColor[1] = color.g * (1 / 255.f);
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renderState.FogColor[2] = color.b * (1 / 255.f);
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};
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void GLInstance::SetFadeDisable(bool on)
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{
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renderState.FogColor[3] = on;
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}
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void GLInstance::SetColorMask(bool on)
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{
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glColorMask(on, on, on, on);
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@ -494,18 +481,13 @@ void GLInstance::SetPalswap(int index)
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void PolymostRenderState::Apply(PolymostShader* shader)
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{
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shader->Clamp.Set(Clamp);
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shader->Flags.Set(Flags);
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shader->Shade.Set(Shade);
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shader->NumShades.Set(NumShades);
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shader->VisFactor.Set(VisFactor);
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shader->UseColorOnly.Set(UseColorOnly);
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shader->UsePalette.Set(UsePalette);
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shader->UseDetailMapping.Set(UseDetailMapping);
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shader->UseGlowMapping.Set(UseGlowMapping);
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shader->NPOTEmulation.Set(NPOTEmulation);
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shader->Flags.Set(Flags);
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shader->NPOTEmulationFactor.Set(NPOTEmulationFactor);
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shader->NPOTEmulationXOffset.Set(NPOTEmulationXOffset);
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shader->ShadeInterpolate.Set(ShadeInterpolate);
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shader->Brightness.Set(Brightness);
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shader->FogColor.Set(FogColor);
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