- added a few more texture coloring options to the shader.

Aside from adding an additive component it can now also do:

- desaturation (not limited to the range of 0..1 so it can also be used for oversaturation by applying a negative number or negative saturation by going above 1.0.
- invert the texture
- apply a blend, including 3 special mode taken from EDuke32.

Currently only the implementation is done, it is not exposed to UDMF yet.
This commit is contained in:
Christoph Oelckers 2019-12-20 16:05:00 +01:00
commit 3209d4ed23
7 changed files with 142 additions and 6 deletions

View file

@ -138,6 +138,11 @@ bool FGLRenderState::ApplyShader()
activeShader->muClipSplit.Set(mClipSplit);
activeShader->muSpecularMaterial.Set(mGlossiness, mSpecularLevel);
activeShader->muAddColor.Set(mStreamData.uAddColor);
activeShader->muBlendColor.Set(mStreamData.uBlendColor);
activeShader->muObjectBlendMode.Set(mStreamData.uObjectBlendMode);
activeShader->muObjectColorizeFactor.Set(mStreamData.uObjectColorizeFactor);
activeShader->muObjectDesaturationFactor.Set(mStreamData.uObjectDesaturationFactor);
activeShader->muObjectInvertColor.Set(mStreamData.uObjectInvertColor);
if (mGlowEnabled || activeShader->currentglowstate)
{

View file

@ -242,10 +242,17 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
i_data += "uniform vec4 uObjectColor2;\n";
i_data += "uniform vec4 uDynLightColor;\n";
i_data += "uniform vec4 uAddColor;\n";
i_data += "uniform vec4 uBlendColor;\n";
i_data += "uniform vec4 uFogColor;\n";
i_data += "uniform float uDesaturationFactor;\n";
i_data += "uniform float uInterpolationFactor;\n";
i_data += "uniform float uObjectDesaturationFactor;\n";
i_data += "uniform float uObjectColorizeFactor;\n";
i_data += "uniform int uObjectBlendMode;\n";
i_data += "uniform int uObjectInvertColor;\n";
// Glowing walls stuff
i_data += "uniform vec4 uGlowTopPlane;\n";
i_data += "uniform vec4 uGlowTopColor;\n";
@ -536,6 +543,11 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
muAlphaThreshold.Init(hShader, "uAlphaThreshold");
muSpecularMaterial.Init(hShader, "uSpecularMaterial");
muAddColor.Init(hShader, "uAddColor");
muBlendColor.Init(hShader, "uBlendColor");
muObjectDesaturationFactor.Init(hShader, "uObjectDesaturationFactor");
muObjectColorizeFactor.Init(hShader, "uObjectColorizeFactor");
muObjectBlendMode.Init(hShader, "uObjectBlendMode");
muObjectInvertColor.Init(hShader, "uObjectInvertColor");
muTimer.Init(hShader, "timer");
lights_index = glGetUniformLocation(hShader, "lights");

View file

@ -246,6 +246,7 @@ class FShader
FBufferedUniformPE muObjectColor;
FBufferedUniformPE muObjectColor2;
FBufferedUniformPE muAddColor;
FBufferedUniformPE muBlendColor;
FUniform4f muGlowBottomColor;
FUniform4f muGlowTopColor;
FUniform4f muGlowBottomPlane;
@ -259,6 +260,11 @@ class FShader
FBufferedUniform2f muSpecularMaterial;
FBufferedUniform1f muTimer;
FBufferedUniform1f muObjectDesaturationFactor;
FBufferedUniform1f muObjectColorizeFactor;
FBufferedUniform1i muObjectBlendMode;
FBufferedUniform1i muObjectInvertColor;
int lights_index;
int modelmatrix_index;
int normalmodelmatrix_index;