- added objectcolor uniform. This will be used to hold the thingcolor for shader based rendering.
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10 changed files with 43 additions and 15 deletions
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@ -78,6 +78,7 @@ void FRenderState::Reset()
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mAlphaFunc = GL_GEQUAL;
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mAlphaThreshold = 0.5f;
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mBlendEquation = GL_FUNC_ADD;
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mObjectColor = 0xffffffff;
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glBlendEquation = -1;
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m2D = true;
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mVertexBuffer = mCurrentVertexBuffer = NULL;
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@ -158,6 +159,7 @@ bool FRenderState::ApplyShader()
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if (activeShader)
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{
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int fogset = 0;
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//glColor4fv(mColor.vec);
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if (mFogEnabled)
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{
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if ((mFogColor & 0xffffff) == 0)
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@ -226,6 +228,11 @@ bool FRenderState::ApplyShader()
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{
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glUniform3fv(activeShader->dlightcolor_index, 1, mDynLight);
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}
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if (mObjectColor != activeShader->currentobjectcolor)
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{
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activeShader->currentobjectcolor = mObjectColor;
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glUniform4f(activeShader->objectcolor_index, mObjectColor.r / 255.f, mObjectColor.g / 255.f, mObjectColor.b / 255.f, mObjectColor.a / 255.f);
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}
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return true;
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}
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@ -276,6 +283,8 @@ void FRenderState::Apply(bool forcenoshader)
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}
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if (forcenoshader || !ApplyShader())
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{
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//if (mColor.vec[0] >= 0.f) glColor4fv(mColor.vec);
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GLRenderer->mShaderManager->SetActiveShader(NULL);
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if (mTextureMode != ffTextureMode)
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{
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