- for some reason using world coordinates for clipping in the shader is somewhat imprecise so the clip plane heights have to be adjusted a bit for it.

This commit is contained in:
Christoph Oelckers 2014-07-13 13:25:42 +02:00
commit 00fcf4bc06
8 changed files with 52 additions and 27 deletions

View file

@ -200,7 +200,8 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
muGlowTopPlane.Init(hShader, "uGlowTopPlane");
muFixedColormap.Init(hShader, "uFixedColormap");
muInterpolationFactor.Init(hShader, "uInterpolationFactor");
muClipHeight.Init(hShader, "uClipHeight");
muClipHeightTop.Init(hShader, "uClipHeightTop");
muClipHeightBottom.Init(hShader, "uClipHeightBottom");
timer_index = glGetUniformLocation(hShader, "timer");
lights_index = glGetUniformLocation(hShader, "lights");
@ -249,16 +250,18 @@ bool FShader::Bind()
//
//==========================================================================
FShader *FShaderManager::Compile (const char *ShaderName, const char *ShaderPath)
FShader *FShaderManager::Compile (const char *ShaderName, const char *ShaderPath, bool usediscard)
{
FString defines;
// this can't be in the shader code due to ATI strangeness.
const char *str = (gl.MaxLights() == 128)? "#define MAXLIGHTS128\n" : "";
if (gl.MaxLights() == 128) defines += "#define MAXLIGHTS128\n";
if (!usediscard) defines += "#define NO_DISCARD\n";
FShader *shader = NULL;
try
{
shader = new FShader(ShaderName);
if (!shader->Load(ShaderName, "shaders/glsl/main.vp", "shaders/glsl/main.fp", ShaderPath, str))
if (!shader->Load(ShaderName, "shaders/glsl/main.vp", "shaders/glsl/main.fp", ShaderPath, defines.GetChars()))
{
I_FatalError("Unable to load shader %s\n", ShaderName);
}
@ -352,11 +355,16 @@ FShaderManager::~FShaderManager()
void FShaderManager::CompileShaders()
{
mActiveShader = mEffectShaders[0] = mEffectShaders[1] = NULL;
mActiveShader = NULL;
for (int i = 0; i < MAX_EFFECTS; i++)
{
mEffectShaders[i] = NULL;
}
for(int i=0;defaultshaders[i].ShaderName != NULL;i++)
{
FShader *shc = Compile(defaultshaders[i].ShaderName, defaultshaders[i].gettexelfunc);
FShader *shc = Compile(defaultshaders[i].ShaderName, defaultshaders[i].gettexelfunc, true);
mTextureEffects.Push(shc);
}
@ -365,7 +373,7 @@ void FShaderManager::CompileShaders()
FString name = ExtractFileBase(usershaders[i]);
FName sfn = name;
FShader *shc = Compile(sfn, usershaders[i]);
FShader *shc = Compile(sfn, usershaders[i], true);
mTextureEffects.Push(shc);
}