Add gbuffer pass support to FShaderManager and FRenderState
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37e3172c94
commit
9af34bac69
5 changed files with 156 additions and 73 deletions
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@ -180,6 +180,9 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
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glBindAttribLocation(hShader, VATTR_COLOR, "aColor");
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glBindAttribLocation(hShader, VATTR_VERTEX2, "aVertex2");
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glBindFragDataLocation(hShader, 0, "FragColor");
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glBindFragDataLocation(hShader, 1, "FragData");
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glLinkProgram(hShader);
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glGetShaderInfoLog(hVertProg, 10000, NULL, buffer);
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@ -297,12 +300,13 @@ bool FShader::Bind()
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//
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//==========================================================================
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FShader *FShaderManager::Compile (const char *ShaderName, const char *ShaderPath, bool usediscard)
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FShader *FShaderCollection::Compile (const char *ShaderName, const char *ShaderPath, bool usediscard, EPassType passType)
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{
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FString defines;
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// this can't be in the shader code due to ATI strangeness.
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if (gl.MaxLights() == 128) defines += "#define MAXLIGHTS128\n";
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if (!usediscard) defines += "#define NO_ALPHATEST\n";
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if (passType == GBUFFER_PASS) defines += "#define GBUFFER_PASS\n";
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FShader *shader = NULL;
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try
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@ -385,27 +389,75 @@ static const FEffectShader effectshaders[]=
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{ "stencil", "shaders/glsl/main.vp", "shaders/glsl/stencil.fp", NULL, "#define SIMPLE\n#define NO_ALPHATEST\n" },
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};
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//==========================================================================
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//
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//
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//
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//==========================================================================
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FShaderManager::FShaderManager()
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{
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if (!gl.legacyMode) CompileShaders();
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if (!gl.legacyMode)
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{
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for (int passType = 0; passType < MAX_PASS_TYPES; passType++)
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mPassShaders.Push(new FShaderCollection((EPassType)passType));
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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FShaderManager::~FShaderManager()
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{
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if (!gl.legacyMode) Clean();
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if (!gl.legacyMode)
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{
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glUseProgram(0);
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mActiveShader = NULL;
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for (auto collection : mPassShaders)
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delete collection;
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}
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}
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void FShaderManager::SetActiveShader(FShader *sh)
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{
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if (mActiveShader != sh)
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{
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glUseProgram(sh!= NULL? sh->GetHandle() : 0);
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mActiveShader = sh;
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}
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}
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FShader *FShaderManager::BindEffect(int effect, EPassType passType)
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{
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if (passType < mPassShaders.Size())
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return mPassShaders[passType]->BindEffect(effect);
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else
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return nullptr;
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}
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FShader *FShaderManager::Get(unsigned int eff, bool alphateston, EPassType passType)
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{
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if (passType < mPassShaders.Size())
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return mPassShaders[passType]->Get(eff, alphateston);
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else
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return nullptr;
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}
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void FShaderManager::ApplyMatrices(VSMatrix *proj, VSMatrix *view, EPassType passType)
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{
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if (gl.legacyMode)
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{
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glMatrixMode(GL_PROJECTION);
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glLoadMatrixf(proj->get());
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glMatrixMode(GL_MODELVIEW);
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glLoadMatrixf(view->get());
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}
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else
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{
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if (passType < mPassShaders.Size())
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mPassShaders[passType]->ApplyMatrices(proj, view);
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if (mActiveShader)
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mActiveShader->Bind();
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}
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}
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void FShaderManager::ResetFixedColormap()
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{
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for (auto &collection : mPassShaders)
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collection->ResetFixedColormap();
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}
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//==========================================================================
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@ -414,10 +466,30 @@ FShaderManager::~FShaderManager()
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//
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//==========================================================================
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void FShaderManager::CompileShaders()
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FShaderCollection::FShaderCollection(EPassType passType)
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{
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mActiveShader = NULL;
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CompileShaders(passType);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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FShaderCollection::~FShaderCollection()
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{
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Clean();
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void FShaderCollection::CompileShaders(EPassType passType)
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{
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mTextureEffects.Clear();
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mTextureEffectsNAT.Clear();
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for (int i = 0; i < MAX_EFFECTS; i++)
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@ -427,11 +499,11 @@ void FShaderManager::CompileShaders()
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for(int i=0;defaultshaders[i].ShaderName != NULL;i++)
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{
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FShader *shc = Compile(defaultshaders[i].ShaderName, defaultshaders[i].gettexelfunc, true);
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FShader *shc = Compile(defaultshaders[i].ShaderName, defaultshaders[i].gettexelfunc, true, passType);
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mTextureEffects.Push(shc);
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if (i <= 3)
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{
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FShader *shc = Compile(defaultshaders[i].ShaderName, defaultshaders[i].gettexelfunc, false);
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FShader *shc = Compile(defaultshaders[i].ShaderName, defaultshaders[i].gettexelfunc, false, passType);
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mTextureEffectsNAT.Push(shc);
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}
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}
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@ -441,7 +513,7 @@ void FShaderManager::CompileShaders()
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FString name = ExtractFileBase(usershaders[i]);
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FName sfn = name;
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FShader *shc = Compile(sfn, usershaders[i], true);
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FShader *shc = Compile(sfn, usershaders[i], true, passType);
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mTextureEffects.Push(shc);
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}
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@ -463,11 +535,8 @@ void FShaderManager::CompileShaders()
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//
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//==========================================================================
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void FShaderManager::Clean()
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void FShaderCollection::Clean()
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{
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glUseProgram(0);
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mActiveShader = NULL;
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for (unsigned int i = 0; i < mTextureEffectsNAT.Size(); i++)
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{
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if (mTextureEffectsNAT[i] != NULL) delete mTextureEffectsNAT[i];
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@ -491,7 +560,7 @@ void FShaderManager::Clean()
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//
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//==========================================================================
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int FShaderManager::Find(const char * shn)
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int FShaderCollection::Find(const char * shn)
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{
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FName sfn = shn;
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@ -505,21 +574,6 @@ int FShaderManager::Find(const char * shn)
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return -1;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void FShaderManager::SetActiveShader(FShader *sh)
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{
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if (mActiveShader != sh)
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{
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glUseProgram(sh!= NULL? sh->GetHandle() : 0);
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mActiveShader = sh;
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}
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}
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//==========================================================================
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//
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@ -527,7 +581,7 @@ void FShaderManager::SetActiveShader(FShader *sh)
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//
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//==========================================================================
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FShader *FShaderManager::BindEffect(int effect)
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FShader *FShaderCollection::BindEffect(int effect)
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{
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if (effect >= 0 && effect < MAX_EFFECTS && mEffectShaders[effect] != NULL)
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{
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@ -545,36 +599,25 @@ FShader *FShaderManager::BindEffect(int effect)
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//==========================================================================
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EXTERN_CVAR(Int, gl_fuzztype)
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void FShaderManager::ApplyMatrices(VSMatrix *proj, VSMatrix *view)
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void FShaderCollection::ApplyMatrices(VSMatrix *proj, VSMatrix *view)
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{
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if (gl.legacyMode)
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for (int i = 0; i < 4; i++)
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{
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glMatrixMode(GL_PROJECTION);
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glLoadMatrixf(proj->get());
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glMatrixMode(GL_MODELVIEW);
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glLoadMatrixf(view->get());
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mTextureEffects[i]->ApplyMatrices(proj, view);
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mTextureEffectsNAT[i]->ApplyMatrices(proj, view);
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}
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else
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mTextureEffects[4]->ApplyMatrices(proj, view);
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if (gl_fuzztype != 0)
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{
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for (int i = 0; i < 4; i++)
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{
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mTextureEffects[i]->ApplyMatrices(proj, view);
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mTextureEffectsNAT[i]->ApplyMatrices(proj, view);
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}
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mTextureEffects[4]->ApplyMatrices(proj, view);
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if (gl_fuzztype != 0)
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{
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mTextureEffects[4 + gl_fuzztype]->ApplyMatrices(proj, view);
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}
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for (unsigned i = 12; i < mTextureEffects.Size(); i++)
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{
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mTextureEffects[i]->ApplyMatrices(proj, view);
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}
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for (int i = 0; i < MAX_EFFECTS; i++)
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{
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mEffectShaders[i]->ApplyMatrices(proj, view);
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}
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if (mActiveShader != NULL) mActiveShader->Bind();
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mTextureEffects[4 + gl_fuzztype]->ApplyMatrices(proj, view);
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}
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for (unsigned i = 12; i < mTextureEffects.Size(); i++)
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{
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mTextureEffects[i]->ApplyMatrices(proj, view);
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}
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for (int i = 0; i < MAX_EFFECTS; i++)
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{
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mEffectShaders[i]->ApplyMatrices(proj, view);
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}
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}
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