- moved GLEXT API out of RenderContext struct.
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26943fe3fd
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35 changed files with 384 additions and 353 deletions
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@ -39,6 +39,7 @@
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*/
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#include "gl/system/gl_system.h"
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#include "gl/system/gl_interface.h"
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#include "gl/data/gl_data.h"
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#include "gl/system/gl_cvars.h"
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#include "gl/shaders/gl_shader.h"
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@ -203,15 +204,15 @@ bool FRenderState::ApplyShader()
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if (fogset != activeShader->currentfogenabled)
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{
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gl.Uniform1i(activeShader->fogenabled_index, (activeShader->currentfogenabled = fogset));
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glUniform1i(activeShader->fogenabled_index, (activeShader->currentfogenabled = fogset));
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}
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if (mTextureMode != activeShader->currenttexturemode)
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{
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gl.Uniform1i(activeShader->texturemode_index, (activeShader->currenttexturemode = mTextureMode));
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glUniform1i(activeShader->texturemode_index, (activeShader->currenttexturemode = mTextureMode));
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}
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if (activeShader->currentcamerapos.Update(&mCameraPos))
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{
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gl.Uniform3fv(activeShader->camerapos_index, 1, mCameraPos.vec);
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glUniform3fv(activeShader->camerapos_index, 1, mCameraPos.vec);
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}
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/*if (mLightParms[0] != activeShader->currentlightfactor ||
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mLightParms[1] != activeShader->currentlightdist ||
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@ -223,28 +224,28 @@ bool FRenderState::ApplyShader()
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//activeShader->currentfogdensity = mFogDensity;
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// premultiply the density with as much as possible here to reduce shader
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// execution time.
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gl.VertexAttrib4f(VATTR_FOGPARAMS, mLightParms[0], mLightParms[1], mFogDensity * (-LOG2E / 64000.f), 0);
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glVertexAttrib4f(VATTR_FOGPARAMS, mLightParms[0], mLightParms[1], mFogDensity * (-LOG2E / 64000.f), 0);
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}
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if (mFogColor != activeShader->currentfogcolor)
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{
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activeShader->currentfogcolor = mFogColor;
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gl.Uniform4f (activeShader->fogcolor_index, mFogColor.r/255.f, mFogColor.g/255.f,
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glUniform4f (activeShader->fogcolor_index, mFogColor.r/255.f, mFogColor.g/255.f,
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mFogColor.b/255.f, 0);
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}
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if (mGlowEnabled)
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{
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gl.Uniform4fv(activeShader->glowtopcolor_index, 1, mGlowTop.vec);
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gl.Uniform4fv(activeShader->glowbottomcolor_index, 1, mGlowBottom.vec);
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glUniform4fv(activeShader->glowtopcolor_index, 1, mGlowTop.vec);
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glUniform4fv(activeShader->glowbottomcolor_index, 1, mGlowBottom.vec);
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}
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if (mLightEnabled)
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{
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gl.Uniform3iv(activeShader->lightrange_index, 1, mNumLights);
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gl.Uniform4fv(activeShader->lights_index, mNumLights[2], mLightData);
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glUniform3iv(activeShader->lightrange_index, 1, mNumLights);
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glUniform4fv(activeShader->lights_index, mNumLights[2], mLightData);
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}
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if (glset.lightmode == 8)
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{
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gl.Uniform3fv(activeShader->dlightcolor_index, 1, mDynLight);
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glUniform3fv(activeShader->dlightcolor_index, 1, mDynLight);
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}
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return true;
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@ -284,7 +285,7 @@ void FRenderState::Apply(bool forcenoshader)
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if (mBlendEquation != glBlendEquation)
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{
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glBlendEquation = mBlendEquation;
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gl.BlendEquation(mBlendEquation);
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::glBlendEquation(mBlendEquation);
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}
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}
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