Merge remote-tracking branch 'tehrealsalt/oglshaderport' into sal-oglshaderport

This commit is contained in:
Jaime Passos 2020-02-03 01:17:26 -03:00
commit 90eb6a6011
7 changed files with 61 additions and 70 deletions

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@ -41,7 +41,6 @@ struct GLMipmap_s
struct GLMipmap_s *nextcolormap;
const UINT8 *colormap;
INT32 tcindex;
// opengl
struct GLMipmap_s *nextmipmap; // opengl : liste of all texture in opengl driver

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@ -3742,13 +3742,12 @@ static boolean HWR_DoCulling(line_t *cullheight, line_t *viewcullheight, float v
return false;
}
static void HWR_DrawDropShadow(mobj_t *thing, gr_vissprite_t *spr, fixed_t scale)
static void HWR_DrawDropShadow(mobj_t *thing, fixed_t scale)
{
GLPatch_t *gpatch;
FOutVector shadowVerts[4];
FSurfaceInfo sSurf;
float fscale; float fx; float fy; float offset;
UINT8 lightlevel = 255;
extracolormap_t *colormap = NULL;
UINT8 i;
@ -3791,10 +3790,18 @@ static void HWR_DrawDropShadow(mobj_t *thing, gr_vissprite_t *spr, fixed_t scale
else
offset = (float)(gpatch->height/2);
shadowVerts[0].x = shadowVerts[3].x = fx - offset;
shadowVerts[2].x = shadowVerts[1].x = fx + offset;
shadowVerts[0].z = shadowVerts[1].z = fy - offset;
shadowVerts[3].z = shadowVerts[2].z = fy + offset;
shadowVerts[2].x = shadowVerts[3].x = fx + offset;
shadowVerts[1].x = shadowVerts[0].x = fx - offset;
shadowVerts[1].z = shadowVerts[2].z = fy - offset;
shadowVerts[0].z = shadowVerts[3].z = fy + offset;
for (i = 0; i < 4; i++)
{
float oldx = shadowVerts[i].x;
float oldy = shadowVerts[i].z;
shadowVerts[i].x = fx + ((oldx - fx) * gr_viewcos) - ((oldy - fy) * gr_viewsin);
shadowVerts[i].z = fy + ((oldx - fx) * gr_viewsin) + ((oldy - fy) * gr_viewcos);
}
if (floorslope)
{
@ -3810,47 +3817,25 @@ static void HWR_DrawDropShadow(mobj_t *thing, gr_vissprite_t *spr, fixed_t scale
shadowVerts[i].y = FIXED_TO_FLOAT(floorz) + 0.05f;
}
if (spr->flip)
{
shadowVerts[0].s = shadowVerts[3].s = gpatch->max_s;
shadowVerts[2].s = shadowVerts[1].s = 0;
}
else
{
shadowVerts[0].s = shadowVerts[3].s = 0;
shadowVerts[2].s = shadowVerts[1].s = gpatch->max_s;
}
shadowVerts[0].s = shadowVerts[3].s = 0;
shadowVerts[2].s = shadowVerts[1].s = gpatch->max_s;
// flip the texture coords (look familiar?)
if (spr->vflip)
{
shadowVerts[3].t = shadowVerts[2].t = gpatch->max_t;
shadowVerts[0].t = shadowVerts[1].t = 0;
}
else
{
shadowVerts[3].t = shadowVerts[2].t = 0;
shadowVerts[0].t = shadowVerts[1].t = gpatch->max_t;
}
shadowVerts[3].t = shadowVerts[2].t = 0;
shadowVerts[0].t = shadowVerts[1].t = gpatch->max_t;
if (thing->subsector->sector->numlights)
{
light = R_GetPlaneLight(thing->subsector->sector, floorz, false); // Always use the light at the top instead of whatever I was doing before
lightlevel = *thing->subsector->sector->lightlist[light].lightlevel;
if (*thing->subsector->sector->lightlist[light].extra_colormap)
colormap = *thing->subsector->sector->lightlist[light].extra_colormap;
}
else
{
lightlevel = thing->subsector->sector->lightlevel;
if (thing->subsector->sector->extra_colormap)
colormap = thing->subsector->sector->extra_colormap;
}
HWR_Lighting(&sSurf, lightlevel, colormap);
HWR_Lighting(&sSurf, 0, colormap);
sSurf.PolyColor.s.alpha = alpha;
HWD.pfnSetShader(3); // sprite shader
@ -4918,7 +4903,7 @@ static void HWR_DrawSprites(void)
{
if (spr->mobj && spr->mobj->shadowscale && cv_shadow.value)
{
HWR_DrawDropShadow(spr->mobj, spr, spr->mobj->shadowscale);
HWR_DrawDropShadow(spr->mobj, spr->mobj->shadowscale);
}
if (spr->mobj && spr->mobj->skin && spr->mobj->sprite == SPR_PLAY)

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@ -900,11 +900,19 @@ static void HWR_CreateBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch,
blendcolor = V_GetColor(translation[firsti]);
if (secondi >= translen)
mul = 0;
if (mul > 0) // If it's 0, then we only need the first color.
{
if (secondi >= translen) // blend to black
#if 0
if (secondi >= translen)
{
// blend to black
nextcolor = V_GetColor(31);
}
else
#endif
nextcolor = V_GetColor(translation[secondi]);
// Find difference between points
@ -999,32 +1007,13 @@ static void HWR_GetBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch, INT
// mostly copied from HWR_GetMappedPatch, hence the similarities and comment
GLMipmap_t *grmip, *newmip;
if ((colormap == colormaps || colormap == NULL) && (skinnum > TC_DEFAULT))
if (colormap == colormaps || colormap == NULL)
{
// Don't do any blending
HWD.pfnSetTexture(gpatch->mipmap);
return;
}
// search for the mipmap
// skip the first (no colormap translated)
for (grmip = gpatch->mipmap; grmip->nextcolormap; )
{
grmip = grmip->nextcolormap;
if (grmip->colormap == colormap || (skinnum < TC_DEFAULT && grmip->tcindex == skinnum))
{
if (grmip->downloaded && grmip->grInfo.data)
{
HWD.pfnSetTexture(grmip); // found the colormap, set it to the correct texture
Z_ChangeTag(grmip->grInfo.data, PU_HWRMODELTEXTURE);
return;
}
}
}
// If here, the blended texture has not been created
// So we create it
if ((blendgpatch && blendgpatch->mipmap->grInfo.format)
&& (gpatch->width != blendgpatch->width || gpatch->height != blendgpatch->height))
{
@ -1033,21 +1022,39 @@ static void HWR_GetBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch, INT
return;
}
// search for the mipmap
// skip the first (no colormap translated)
for (grmip = gpatch->mipmap; grmip->nextcolormap; )
{
grmip = grmip->nextcolormap;
if (grmip->colormap == colormap)
{
if (grmip->downloaded && grmip->grInfo.data)
{
HWD.pfnSetTexture(grmip); // found the colormap, set it to the correct texture
Z_ChangeTag(grmip->grInfo.data, PU_HWRMODELTEXTURE_UNLOCKED);
return;
}
}
}
// If here, the blended texture has not been created
// So we create it
//BP: WARNING: don't free it manually without clearing the cache of harware renderer
// (it have a liste of mipmap)
// this malloc is cleared in HWR_FreeTextureCache
// (...) unfortunately z_malloc fragment alot the memory :(so malloc is better
newmip = calloc(1, sizeof (*newmip));
if (newmip == NULL)
I_Error("%s: Out of memory", "HWR_GetMappedPatch");
I_Error("%s: Out of memory", "HWR_GetBlendedTexture");
grmip->nextcolormap = newmip;
newmip->colormap = colormap;
newmip->tcindex = skinnum;
HWR_CreateBlendedTexture(gpatch, blendgpatch, newmip, skinnum, color);
HWD.pfnSetTexture(newmip);
Z_ChangeTag(newmip->grInfo.data, PU_HWRMODELTEXTURE);
Z_ChangeTag(newmip->grInfo.data, PU_HWRMODELTEXTURE_UNLOCKED);
}
#define NORMALFOG 0x00000000
@ -1273,7 +1280,7 @@ boolean HWR_DrawModel(gr_vissprite_t *spr)
if (gpatch && gpatch->mipmap->grInfo.format) // else if meant that if a texture couldn't be loaded, it would just end up using something else's texture
{
INT32 skinnum = INT32_MAX;
INT32 skinnum = TC_DEFAULT;
if ((spr->mobj->flags & (MF_ENEMY|MF_BOSS)) && (spr->mobj->flags2 & MF2_FRET) && !(spr->mobj->flags & MF_GRENADEBOUNCE) && (leveltime & 1)) // Bosses "flash"
{
@ -1304,15 +1311,7 @@ boolean HWR_DrawModel(gr_vissprite_t *spr)
}
// Translation or skin number found
if (skinnum != INT32_MAX)
{
HWR_GetBlendedTexture(gpatch, (GLPatch_t *)md2->blendgrpatch, skinnum, spr->colormap, (skincolors_t)spr->mobj->color);
}
else
{
// Sorry nothing
HWD.pfnSetTexture(gpatch->mipmap);
}
HWR_GetBlendedTexture(gpatch, (GLPatch_t *)md2->blendgrpatch, skinnum, spr->colormap, (skincolors_t)spr->mobj->color);
}
else
{

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@ -3699,10 +3699,15 @@ void HWR_SetupLevel(void)
// Meaning, they had memory allocated and marked with the PU_LEVEL tag.
// Level textures are only reloaded after R_LoadTextures, which is
// when the texture list is loaded.
// Sal: Unfortunately, NOT freeing them causes the dreaded Color Bug.
HWR_FreeMipmapCache();
#ifdef ALAM_LIGHTING
// BP: reset light between levels (we draw preview frame lights on current frame)
HWR_ResetLights();
#endif
// Correct missing sidedefs & deep water trick
HWR_CorrectSWTricks();
HWR_CreatePlanePolygons((INT32)numnodes - 1);

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@ -1484,7 +1484,7 @@ void W_FlushCachedPatches(void)
Z_FreeTag(PU_HWRPATCHINFO);
Z_FreeTag(PU_HWRMODELTEXTURE);
Z_FreeTag(PU_HWRCACHE);
Z_FreeTags(PU_HWRCACHE_UNLOCKED, PU_HWRPATCHINFO_UNLOCKED);
Z_FreeTags(PU_HWRCACHE_UNLOCKED, PU_HWRMODELTEXTURE_UNLOCKED);
}
needpatchflush = false;
}

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@ -516,6 +516,7 @@ void Z_FlushCachedPatches(void)
Z_FreeTag(PU_HWRCACHE);
Z_FreeTag(PU_HWRCACHE_UNLOCKED);
Z_FreeTag(PU_HWRPATCHINFO_UNLOCKED);
Z_FreeTag(PU_HWRMODELTEXTURE_UNLOCKED);
}
// happens before a renderer switch
@ -813,6 +814,7 @@ static void Command_Memfree_f(void)
CONS_Printf(M_GetText("HW Texture cache : %7s KB\n"), sizeu1(Z_TagUsage(PU_HWRCACHE)>>10));
CONS_Printf(M_GetText("Plane polygons : %7s KB\n"), sizeu1(Z_TagUsage(PU_HWRPLANE)>>10));
CONS_Printf(M_GetText("HW Texture used : %7d KB\n"), HWR_GetTextureUsed()>>10);
CONS_Printf(M_GetText("HW model textures : %7s KB\n"), sizeu1(Z_TagUsage(PU_HWRMODELTEXTURE)>>10));
}
#endif

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@ -64,6 +64,7 @@ enum
// 'second-level' cache for graphics
// stored in hardware format and downloaded as needed
PU_HWRPATCHINFO_UNLOCKED = 103, // 'unlocked' PU_HWRPATCHINFO memory
PU_HWRMODELTEXTURE_UNLOCKED = 104, // 'unlocked' PU_HWRMODELTEXTURE memory
};
//