- change FRenderState to store directly to the StreamData struct. This simplifies the vulkan backend and also allows the OpenGL backend to use the same uniform block transfer strategy in the future.

This commit is contained in:
Magnus Norddahl 2019-04-20 04:16:01 +02:00
commit 6699cd5462
7 changed files with 137 additions and 185 deletions

View file

@ -111,7 +111,7 @@ bool FGLRenderState::ApplyShader()
{
fogset = -3; // 2D rendering with 'foggy' overlay.
}
else if ((mFogColor & 0xffffff) == 0)
else if ((GetFogColor() & 0xffffff) == 0)
{
fogset = gl_fogmode;
}
@ -121,64 +121,46 @@ bool FGLRenderState::ApplyShader()
}
}
glVertexAttrib4fv(VATTR_COLOR, mColor.vec);
glVertexAttrib4fv(VATTR_NORMAL, mNormal.vec);
glVertexAttrib4fv(VATTR_COLOR, &mStreamData.uVertexColor.X);
glVertexAttrib4fv(VATTR_NORMAL, &mStreamData.uVertexNormal.X);
activeShader->muDesaturation.Set(mDesaturation / 255.f);
activeShader->muDesaturation.Set(mStreamData.uDesaturationFactor);
activeShader->muFogEnabled.Set(fogset);
activeShader->muTextureMode.Set(mTextureMode == TM_NORMAL && mTempTM == TM_OPAQUE ? TM_OPAQUE : mTextureMode);
activeShader->muLightParms.Set(mLightParms);
activeShader->muFogColor.Set(mFogColor);
activeShader->muObjectColor.Set(mObjectColor);
activeShader->muDynLightColor.Set(mDynColor.vec);
activeShader->muInterpolationFactor.Set(mInterpolationFactor);
activeShader->muFogColor.Set(mStreamData.uFogColor);
activeShader->muObjectColor.Set(mStreamData.uObjectColor);
activeShader->muDynLightColor.Set(&mStreamData.uDynLightColor.X);
activeShader->muInterpolationFactor.Set(mStreamData.uInterpolationFactor);
activeShader->muTimer.Set((double)(screen->FrameTime - firstFrame) * (double)mShaderTimer / 1000.);
activeShader->muAlphaThreshold.Set(mAlphaThreshold);
activeShader->muLightIndex.Set(-1);
activeShader->muClipSplit.Set(mClipSplit);
activeShader->muSpecularMaterial.Set(mGlossiness, mSpecularLevel);
activeShader->muAddColor.Set(mAddColor);
activeShader->muAddColor.Set(mStreamData.uAddColor);
if (mGlowEnabled)
if (mGlowEnabled || activeShader->currentglowstate)
{
activeShader->muGlowTopColor.Set(mGlowTop.vec);
activeShader->muGlowBottomColor.Set(mGlowBottom.vec);
activeShader->muGlowTopPlane.Set(mGlowTopPlane.vec);
activeShader->muGlowBottomPlane.Set(mGlowBottomPlane.vec);
activeShader->currentglowstate = 1;
}
else if (activeShader->currentglowstate)
{
// if glowing is on, disable it.
activeShader->muGlowTopColor.Set(nulvec);
activeShader->muGlowBottomColor.Set(nulvec);
activeShader->currentglowstate = 0;
activeShader->muGlowTopColor.Set(&mStreamData.uGlowTopColor.X);
activeShader->muGlowBottomColor.Set(&mStreamData.uGlowBottomColor.X);
activeShader->muGlowTopPlane.Set(&mStreamData.uGlowTopPlane.X);
activeShader->muGlowBottomPlane.Set(&mStreamData.uGlowBottomPlane.X);
activeShader->currentglowstate = mGlowEnabled;
}
if (mGradientEnabled)
if (mGradientEnabled || activeShader->currentgradientstate)
{
activeShader->muObjectColor2.Set(mObjectColor2);
activeShader->muGradientTopPlane.Set(mGradientTopPlane.vec);
activeShader->muGradientBottomPlane.Set(mGradientBottomPlane.vec);
activeShader->currentgradientstate = 1;
}
else if (activeShader->currentgradientstate)
{
activeShader->muObjectColor2.Set(0);
activeShader->currentgradientstate = 0;
activeShader->muObjectColor2.Set(mStreamData.uObjectColor2);
activeShader->muGradientTopPlane.Set(&mStreamData.uGradientTopPlane.X);
activeShader->muGradientBottomPlane.Set(&mStreamData.uGradientBottomPlane.X);
activeShader->currentgradientstate = mGradientEnabled;
}
if (mSplitEnabled)
if (mSplitEnabled || activeShader->currentsplitstate)
{
activeShader->muSplitTopPlane.Set(mSplitTopPlane.vec);
activeShader->muSplitBottomPlane.Set(mSplitBottomPlane.vec);
activeShader->currentsplitstate = 1;
}
else if (activeShader->currentsplitstate)
{
activeShader->muSplitTopPlane.Set(nulvec);
activeShader->muSplitBottomPlane.Set(nulvec);
activeShader->currentsplitstate = 0;
activeShader->muSplitTopPlane.Set(&mStreamData.uSplitTopPlane.X);
activeShader->muSplitBottomPlane.Set(&mStreamData.uSplitBottomPlane.X);
activeShader->currentsplitstate = mSplitEnabled;
}
if (mTextureMatrixEnabled)