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https://github.com/ZDoom/Raze.git
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- moved the main shader and its entire uniform maintenance into the backend.
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50c2065425
commit
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17 changed files with 650 additions and 592 deletions
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@ -2058,10 +2058,9 @@ static int32_t polymost_md3draw(md3model_t *m, tspriteptr_t tspr)
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float const xpanning = (float)sext->xpanning * (1.f/256.f);
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float const ypanning = (float)sext->ypanning * (1.f/256.f);
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char prevClamp = polymost_getClamp();
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polymost_setClamp(0);
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polymost_usePaletteIndexing(false);
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polymost_setTexturePosSize({ 0.f, 0.f, 1.f, 1.f });
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int prevClamp = GLInterface.GetClamp();
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GLInterface.SetClamp(0);
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GLInterface.UsePaletteIndexing(false);
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for (surfi=0; surfi<m->head.numsurfs; surfi++)
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{
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@ -2130,7 +2129,6 @@ static int32_t polymost_md3draw(md3model_t *m, tspriteptr_t tspr)
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if (!(tspr->extra&TSPR_EXTRA_MDHACK))
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{
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#ifdef USE_GLEXT
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//POGOTODO: if we add support for palette indexing on model skins, the texture for the palswap could be setup here
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texunits += 4;
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@ -2140,7 +2138,7 @@ static int32_t polymost_md3draw(md3model_t *m, tspriteptr_t tspr)
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{
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mdskinmap_t *sk;
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polymost_useDetailMapping(true);
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GLInterface.UseDetailMapping(true);
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polymost_setupdetailtexture(3, tex);
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for (sk = m->skinmap; sk; sk = sk->next)
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@ -2157,7 +2155,7 @@ static int32_t polymost_md3draw(md3model_t *m, tspriteptr_t tspr)
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if (i)
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{
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polymost_useGlowMapping(true);
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GLInterface.UseGlowMapping(true);
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polymost_setupglowtexture(4, tex);
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texmat.loadIdentity();
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@ -2165,8 +2163,7 @@ static int32_t polymost_md3draw(md3model_t *m, tspriteptr_t tspr)
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GLInterface.SetMatrix(Matrix_Texture4, &texmat);
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}
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#endif
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indexhandle = m->vindexes;
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indexhandle = m->vindexes;
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//PLAG: delayed polygon-level sorted rendering
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@ -2217,10 +2214,8 @@ static int32_t polymost_md3draw(md3model_t *m, tspriteptr_t tspr)
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md3draw_handle_triangles(s, indexhandle, texunits, NULL);
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}
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#ifdef USE_GLEXT
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polymost_useDetailMapping(false);
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polymost_useGlowMapping(false);
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#endif
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GLInterface.UseDetailMapping(false);
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GLInterface.UseGlowMapping(false);
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}
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//------------
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@ -2230,12 +2225,11 @@ static int32_t polymost_md3draw(md3model_t *m, tspriteptr_t tspr)
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VSMatrix identity(0);
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GLInterface.SetMatrix(Matrix_ModelView, &identity);
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GLInterface.SetMatrix(Matrix_Texture0, &identity);
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polymost_setClamp(prevClamp);
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polymost_usePaletteIndexing(true);
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polymost_resetVertexPointers();
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GLInterface.SetClamp(prevClamp);
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GLInterface.UsePaletteIndexing(true);
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GLInterface.SetPolymostShader();
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globalnoeffect=0;
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return 1;
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}
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