- added missing shader files.
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6 changed files with 106 additions and 6 deletions
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@ -51,6 +51,7 @@
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#include "gl/renderer/gl_lightdata.h"
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#include "gl/renderer/gl_renderstate.h"
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#include "gl/data/gl_data.h"
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#include "gl/data/gl_vertexbuffer.h"
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#include "gl/dynlights/gl_glow.h"
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#include "gl/scene/gl_drawinfo.h"
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#include "gl/models/gl_models.h"
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@ -153,12 +154,30 @@ void FGLRenderer::DrawPSprite (player_t * player,pspdef_t *psp,fixed_t sx, fixed
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gl_RenderState.EnableAlphaTest(false);
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}
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gl_RenderState.Apply();
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glBegin(GL_TRIANGLE_STRIP);
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glTexCoord2f(fU1, fV1); glVertex2f(x1,y1);
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glTexCoord2f(fU1, fV2); glVertex2f(x1,y2);
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glTexCoord2f(fU2, fV1); glVertex2f(x2,y1);
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glTexCoord2f(fU2, fV2); glVertex2f(x2,y2);
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glEnd();
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if (!gl_usevbo)
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{
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glBegin(GL_TRIANGLE_STRIP);
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glTexCoord2f(fU1, fV1); glVertex2f(x1, y1);
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glTexCoord2f(fU1, fV2); glVertex2f(x1, y2);
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glTexCoord2f(fU2, fV1); glVertex2f(x2, y1);
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glTexCoord2f(fU2, fV2); glVertex2f(x2, y2);
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glEnd();
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}
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else
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{
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FFlatVertex *ptr = GLRenderer->mVBO->GetBuffer();
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ptr->Set(x1, y1, 0, fU1, fV1);
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ptr++;
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ptr->Set(x1, y2, 0, fU1, fV2);
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ptr++;
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ptr->Set(x2, y1, 0, fU2, fV1);
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ptr++;
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ptr->Set(x2, y2, 0, fU2, fV2);
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ptr++;
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unsigned int offset;
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unsigned int count = GLRenderer->mVBO->GetCount(ptr, &offset);
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glDrawArrays(GL_TRIANGLE_STRIP, offset, count);
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}
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if (tex->GetTransparent() || OverrideShader != 0)
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{
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gl_RenderState.EnableAlphaTest(true);
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