- added support code for indexed rendering from Raze.
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2be5dc9238
commit
c65fd80fd2
6 changed files with 39 additions and 12 deletions
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@ -56,7 +56,7 @@ public:
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virtual void Resize(size_t newsize) = 0;
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virtual void Map() {} // Only needed by old OpenGL but this needs to be in the interface.
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virtual void Unmap() {}
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void *Memory() { assert(map); return map; }
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void *Memory() { return map; }
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size_t Size() { return buffersize; }
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};
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@ -4,6 +4,7 @@
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#include "matrix.h"
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#include "hw_material.h"
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#include "texmanip.h"
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#include "version.h"
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struct FColormap;
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class IVertexBuffer;
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@ -290,7 +291,7 @@ public:
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mStreamData.uGradientBottomPlane = { 0.0f, 0.0f, 0.0f, 0.0f };
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mStreamData.uSplitTopPlane = { 0.0f, 0.0f, 0.0f, 0.0f };
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mStreamData.uSplitBottomPlane = { 0.0f, 0.0f, 0.0f, 0.0f };
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mStreamData.uDynLightColor = { 0.0f, 0.0f, 0.0f, 0.0f };
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mStreamData.uDynLightColor = { 0.0f, 0.0f, 0.0f, 1.0f };
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mStreamData.uDetailParms = { 0.0f, 0.0f, 0.0f, 0.0f };
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#ifdef NPOT_EMULATION
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mStreamData.uNpotEmulation = { 0,0 };
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@ -459,7 +460,15 @@ public:
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void SetDynLight(float r, float g, float b)
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{
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mStreamData.uDynLightColor = { r, g, b, 0.0f };
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mStreamData.uDynLightColor.X = r;
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mStreamData.uDynLightColor.Y = g;
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mStreamData.uDynLightColor.Z = b;
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}
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void SetScreenFade(float f)
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{
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// This component is otherwise unused.
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mStreamData.uDynLightColor.W = f;
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}
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void SetObjectColor(PalEntry pe)
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@ -569,7 +578,7 @@ public:
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mMaterial.mChanged = true;
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mTextureModeFlags = mat->GetLayerFlags();
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auto scale = mat->GetDetailScale();
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mStreamData.uDetailParms = { scale.X, scale.Y, 0, 0 };
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mStreamData.uDetailParms = { scale.X, scale.Y, 2, 0 };
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}
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void SetMaterial(FGameTexture* tex, EUpscaleFlags upscalemask, int scaleflags, int clampmode, int translation, int overrideshader)
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@ -277,7 +277,7 @@ const FDefaultShader defaultshaders[] =
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{"Warp 2", "shaders/glsl/func_warp2.fp", "shaders/glsl/material_normal.fp", ""},
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{"Specular", "shaders/glsl/func_spec.fp", "shaders/glsl/material_specular.fp", "#define SPECULAR\n#define NORMALMAP\n"},
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{"PBR","shaders/glsl/func_pbr.fp", "shaders/glsl/material_pbr.fp", "#define PBR\n#define NORMALMAP\n"},
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{"Paletted", "shaders/glsl/func_paletted.fp", "shaders/glsl/material_nolight.fp", ""},
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{"Paletted", "shaders/glsl/func_paletted.fp", "shaders/glsl/material_nolight.fp", "#define PALETTE_EMULATION\n"},
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{"No Texture", "shaders/glsl/func_notexture.fp", "shaders/glsl/material_normal.fp", "#define NO_LAYERS\n"},
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{"Basic Fuzz", "shaders/glsl/fuzz_standard.fp", "shaders/glsl/material_normal.fp", ""},
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{"Smooth Fuzz", "shaders/glsl/fuzz_smooth.fp", "shaders/glsl/material_normal.fp", ""},
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