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https://gitlab.com/shinovon/re3-symbian.git
synced 2026-05-23 01:57:21 +03:00
Something partially working
This commit is contained in:
parent
9c3f9b9ed6
commit
52e1b18729
6 changed files with 243 additions and 274 deletions
304
vendor/librw/src/gles1/gl1device.cpp
vendored
304
vendor/librw/src/gles1/gl1device.cpp
vendored
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@ -25,20 +25,12 @@ GlGlobals glGlobals;
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// terrible hack for GLES
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bool32 needToReadBackTextures;
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int32 alphaFunc;
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float32 alphaRef;
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struct UniformState
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{
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float32 alphaRefLow;
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float32 alphaRefHigh;
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int32 pad[2];
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float32 fogStart;
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float32 fogEnd;
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float32 fogRange;
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float32 fogDisable;
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RGBAf fogColor;
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};
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@ -48,7 +40,7 @@ struct UniformScene
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float32 view[16];
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};
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#define MAX_LIGHTS 4
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#define MAX_LIGHTS 8
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struct UniformObject
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{
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@ -73,25 +65,6 @@ static UniformState uniformState;
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static UniformScene uniformScene;
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static UniformObject uniformObject;
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#ifndef RW_GL_USE_UBOS
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// State
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int32 u_alphaRef;
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int32 u_fogData;
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int32 u_fogColor;
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// Scene
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int32 u_proj;
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int32 u_view;
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// Object
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int32 u_world;
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int32 u_ambLight;
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int32 u_lightParams;
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int32 u_lightPosition;
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int32 u_lightDirection;
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int32 u_lightColor;
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#endif
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int32 u_matColor;
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int32 u_surfProps;
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@ -383,38 +356,25 @@ setDepthWrite(bool32 enable)
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}
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}
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static void
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setAlphaTest(bool32 enable)
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static void setAlphaTest(bool32 enable)
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{
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uint32 shaderfunc;
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if(rwStateCache.alphaTestEnable != enable){
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rwStateCache.alphaTestEnable = enable;
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shaderfunc = rwStateCache.alphaTestEnable ? rwStateCache.alphaFunc : ALPHAALWAYS;
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if(alphaFunc != shaderfunc){
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alphaFunc = shaderfunc;
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uniformStateDirty[RWGL_ALPHAFUNC] = true;
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stateDirty = 1;
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}
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uniformStateDirty[RWGL_ALPHAFUNC] = true;
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stateDirty = 1;
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}
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}
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static void
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setAlphaTestFunction(uint32 function)
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static void setAlphaTestFunction(uint32 function)
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{
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uint32 shaderfunc;
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if(rwStateCache.alphaFunc != function){
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rwStateCache.alphaFunc = function;
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shaderfunc = rwStateCache.alphaTestEnable ? rwStateCache.alphaFunc : ALPHAALWAYS;
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if(alphaFunc != shaderfunc){
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alphaFunc = shaderfunc;
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uniformStateDirty[RWGL_ALPHAFUNC] = true;
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stateDirty = 1;
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}
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uniformStateDirty[RWGL_ALPHAFUNC] = true;
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stateDirty = 1;
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}
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}
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static void
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setVertexAlpha(bool32 enable)
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void setVertexAlpha(bool32 enable)
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{
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if(rwStateCache.vertexAlpha != enable){
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if(!rwStateCache.textureAlpha){
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@ -548,6 +508,7 @@ setRasterStageOnly(uint32 stage, Raster *raster)
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if(raster){
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assert(raster->platform == PLATFORM_GLES1);
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Gl1Raster *natras = PLUGINOFFSET(Gl1Raster, raster, nativeRasterOffset);
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glEnable(GL_TEXTURE_2D);
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bindTexture(natras->texid);
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rwStateCache.texstage[stage].filter = (rw::Texture::FilterMode)natras->filterMode;
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@ -556,6 +517,7 @@ setRasterStageOnly(uint32 stage, Raster *raster)
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alpha = natras->hasAlpha;
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}else{
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glDisable(GL_TEXTURE_2D);
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bindTexture(whitetex);
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alpha = 0;
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}
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@ -582,6 +544,7 @@ setRasterStage(uint32 stage, Raster *raster)
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if(raster){
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assert(raster->platform == PLATFORM_GLES1);
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Gl1Raster *natras = PLUGINOFFSET(Gl1Raster, raster, nativeRasterOffset);
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glEnable(GL_TEXTURE_2D);
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bindTexture(natras->texid);
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uint32 filter = rwStateCache.texstage[stage].filter;
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uint32 addrU = rwStateCache.texstage[stage].addressingU;
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@ -607,6 +570,7 @@ setRasterStage(uint32 stage, Raster *raster)
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}
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alpha = natras->hasAlpha;
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}else{
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glDisable(GL_TEXTURE_2D);
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bindTexture(whitetex);
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alpha = 0;
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}
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@ -884,12 +848,9 @@ static void
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resetRenderState(void)
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{
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rwStateCache.alphaFunc = ALPHAGREATEREQUAL;
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alphaFunc = 0;
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alphaRef = 10.0f/255.0f;
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uniformState.fogDisable = 1.0f;
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uniformState.fogStart = 0.0f;
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uniformState.fogEnd = 0.0f;
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uniformState.fogRange = 0.0f;
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uniformState.fogColor.red = 1.0f;
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uniformState.fogColor.green = 1.0f;
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uniformState.fogColor.blue = 1.0f;
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@ -943,15 +904,22 @@ resetRenderState(void)
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for(int i = 0; i < MAXNUMSTAGES; i++){
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setActiveTexture(i);
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bindTexture(whitetex);
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glDisable(GL_TEXTURE_2D);
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}
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setActiveTexture(0);
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glDisable(GL_LIGHTING);
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glDisable(GL_FOG);
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glDisable(GL_ALPHA_TEST);
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}
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void
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setWorldMatrix(Matrix *mat)
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{
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convMatrix(&uniformObject.world, mat);
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// setUniform(u_world, &uniformObject.world);
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glMatrixMode(GL_MODELVIEW);
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glLoadMatrixf(uniformScene.view);
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glMultMatrixf((float*)&uniformObject.world);
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objectDirty = 1;
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}
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@ -960,25 +928,27 @@ setLights(WorldLights *lightData)
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{
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int i, n;
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Light *l;
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int32 bits;
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int32 bits = 0;
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uniformObject.ambLight = lightData->ambient;
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bits = 0;
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glLightModelfv(GL_LIGHT_MODEL_AMBIENT, (GLfloat*)&lightData->ambient);
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if(lightData->numAmbients)
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bits |= VSLIGHT_AMBIENT;
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n = 0;
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for(i = 0; i < MAX_LIGHTS; i++)
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glDisable(GL_LIGHT0 + i);
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for(i = 0; i < lightData->numDirectionals && i < 8; i++){
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l = lightData->directionals[i];
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uniformObject.lightParams[n].type = 1.0f;
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uniformObject.lightColor[n] = l->color;
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memcpy(&uniformObject.lightDirection[n], &l->getFrame()->getLTM()->at, sizeof(V3d));
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glEnable(GL_LIGHT0 + n);
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GLfloat dir[4] = { -l->getFrame()->getLTM()->at.x, -l->getFrame()->getLTM()->at.y, -l->getFrame()->getLTM()->at.z, 0.0f };
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glLightfv(GL_LIGHT0 + n, GL_POSITION, dir);
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glLightfv(GL_LIGHT0 + n, GL_DIFFUSE, (GLfloat*)&l->color);
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glLightfv(GL_LIGHT0 + n, GL_SPECULAR, (GLfloat*)&l->color);
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bits |= VSLIGHT_DIRECT;
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n++;
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if(n >= MAX_LIGHTS)
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goto out;
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if(n >= MAX_LIGHTS) goto out;
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}
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for(i = 0; i < lightData->numLocals; i++){
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@ -986,44 +956,42 @@ setLights(WorldLights *lightData)
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switch(l->getType()){
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case Light::POINT:
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uniformObject.lightParams[n].type = 2.0f;
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uniformObject.lightParams[n].radius = l->radius;
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uniformObject.lightColor[n] = l->color;
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memcpy(&uniformObject.lightPosition[n], &l->getFrame()->getLTM()->pos, sizeof(V3d));
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glEnable(GL_LIGHT0 + n);
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{
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GLfloat pos[4] = { l->getFrame()->getLTM()->pos.x, l->getFrame()->getLTM()->pos.y, l->getFrame()->getLTM()->pos.z, 1.0f };
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glLightfv(GL_LIGHT0 + n, GL_POSITION, pos);
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glLightfv(GL_LIGHT0 + n, GL_DIFFUSE, (GLfloat*)&l->color);
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glLightf(GL_LIGHT0 + n, GL_CONSTANT_ATTENUATION, 1.0f);
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glLightf(GL_LIGHT0 + n, GL_LINEAR_ATTENUATION, l->radius > 0.0f ? 1.0f / l->radius : 0.0f);
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}
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bits |= VSLIGHT_POINT;
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n++;
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if(n >= MAX_LIGHTS)
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goto out;
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if(n >= MAX_LIGHTS) goto out;
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break;
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case Light::SPOT:
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case Light::SOFTSPOT:
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uniformObject.lightParams[n].type = 3.0f;
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uniformObject.lightParams[n].minusCosAngle = l->minusCosAngle;
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uniformObject.lightParams[n].radius = l->radius;
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uniformObject.lightColor[n] = l->color;
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memcpy(&uniformObject.lightPosition[n], &l->getFrame()->getLTM()->pos, sizeof(V3d));
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memcpy(&uniformObject.lightDirection[n], &l->getFrame()->getLTM()->at, sizeof(V3d));
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// lower bound of falloff
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if(l->getType() == Light::SOFTSPOT)
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uniformObject.lightParams[n].hardSpot = 0.0f;
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else
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uniformObject.lightParams[n].hardSpot = 1.0f;
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glEnable(GL_LIGHT0 + n);
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{
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GLfloat pos[4] = { l->getFrame()->getLTM()->pos.x, l->getFrame()->getLTM()->pos.y, l->getFrame()->getLTM()->pos.z, 1.0f };
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GLfloat dir[4] = { l->getFrame()->getLTM()->at.x, l->getFrame()->getLTM()->at.y, l->getFrame()->getLTM()->at.z, 0.0f };
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glLightfv(GL_LIGHT0 + n, GL_POSITION, pos);
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glLightfv(GL_LIGHT0 + n, GL_SPOT_DIRECTION, dir);
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glLightfv(GL_LIGHT0 + n, GL_DIFFUSE, (GLfloat*)&l->color);
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glLightf(GL_LIGHT0 + n, GL_SPOT_CUTOFF, 45.0f);
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}
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bits |= VSLIGHT_SPOT;
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n++;
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if(n >= MAX_LIGHTS)
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goto out;
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if(n >= MAX_LIGHTS) goto out;
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break;
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}
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}
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uniformObject.lightParams[n].type = 0.0f;
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// setUniform(u_ambLight, &uniformObject.ambLight);
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// setUniform(u_lightParams, uniformObject.lightParams);
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// setUniform(u_lightPosition, uniformObject.lightPosition);
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// setUniform(u_lightDirection, uniformObject.lightDirection);
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// setUniform(u_lightColor, uniformObject.lightColor);
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out:
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if(n > 0 || lightData->numAmbients > 0)
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glEnable(GL_LIGHTING);
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else
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glDisable(GL_LIGHTING);
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objectDirty = 1;
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return bits;
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}
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@ -1032,7 +1000,8 @@ void
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setProjectionMatrix(float32 *mat)
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{
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memcpy(&uniformScene.proj, mat, 64);
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// setUniform(u_proj, uniformScene.proj);
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glMatrixMode(GL_PROJECTION);
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glLoadMatrixf(uniformScene.proj);
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sceneDirty = 1;
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}
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@ -1040,7 +1009,9 @@ void
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setViewMatrix(float32 *mat)
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{
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memcpy(&uniformScene.view, mat, 64);
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// setUniform(u_view, uniformScene.view);
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glMatrixMode(GL_MODELVIEW);
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glLoadMatrixf(uniformScene.view);
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glMultMatrixf((float*)&uniformObject.world);
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sceneDirty = 1;
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}
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@ -1050,14 +1021,15 @@ setMaterial(const RGBA &color, const SurfaceProperties &surfaceprops, float extr
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{
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rw::RGBAf col;
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convColor(&col, &color);
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// setUniform(u_matColor, &col);
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float surfProps[4];
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surfProps[0] = surfaceprops.ambient;
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surfProps[1] = surfaceprops.specular;
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surfProps[2] = surfaceprops.diffuse;
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surfProps[3] = extraSurfProp;
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// setUniform(u_surfProps, surfProps);
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glColor4f(col.red, col.green, col.blue, col.alpha);
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GLfloat ambient[4] = { col.red * surfaceprops.ambient, col.green * surfaceprops.ambient, col.blue * surfaceprops.ambient, col.alpha };
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GLfloat diffuse[4] = { col.red * surfaceprops.diffuse, col.green * surfaceprops.diffuse, col.blue * surfaceprops.diffuse, col.alpha };
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GLfloat specular[4] = { surfaceprops.specular, surfaceprops.specular, surfaceprops.specular, 1.0f };
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glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, ambient);
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glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diffuse);
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glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, specular);
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}
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void
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@ -1065,96 +1037,48 @@ flushCache(void)
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{
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flushGlRenderState();
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#ifndef RW_GL_USE_UBOS
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// what's this doing here??
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uniformState.fogDisable = rwStateCache.fogEnable ? 0.0f : 1.0f;
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uniformState.fogStart = rwStateCache.fogStart;
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uniformState.fogEnd = rwStateCache.fogEnd;
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uniformState.fogRange = 1.0f/(rwStateCache.fogStart - rwStateCache.fogEnd);
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if(uniformStateDirty[RWGL_ALPHAFUNC] || uniformStateDirty[RWGL_ALPHAREF]){
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float alphaTest[4];
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switch(alphaFunc){
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case ALPHAALWAYS:
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default:
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alphaTest[0] = -1000.0f;
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alphaTest[1] = 1000.0f;
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break;
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case ALPHAGREATEREQUAL:
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alphaTest[0] = alphaRef;
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alphaTest[1] = 1000.0f;
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break;
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case ALPHALESS:
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alphaTest[0] = -1000.0f;
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alphaTest[1] = alphaRef;
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break;
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if (rwStateCache.alphaTestEnable) {
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glEnable(GL_ALPHA_TEST);
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int func = GL_ALWAYS;
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switch(rwStateCache.alphaFunc){
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case ALPHAALWAYS:
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func = GL_ALWAYS;
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break;
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case ALPHAGREATEREQUAL:
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func = GL_GEQUAL;
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break;
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case ALPHALESS:
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func = GL_LESS;
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break;
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}
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glAlphaFunc(func, alphaRef);
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} else {
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glDisable(GL_ALPHA_TEST);
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}
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// setUniform(u_alphaRef, alphaTest);
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uniformStateDirty[RWGL_ALPHAFUNC] = false;
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uniformStateDirty[RWGL_ALPHAREF] = false;
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}
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if(uniformStateDirty[RWGL_FOG] ||
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uniformStateDirty[RWGL_FOGSTART] ||
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uniformStateDirty[RWGL_FOGEND]){
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float fogData[4] = {
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uniformState.fogStart,
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uniformState.fogEnd,
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uniformState.fogRange,
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uniformState.fogDisable
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};
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// setUniform(u_fogData, fogData);
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uniformStateDirty[RWGL_FOGEND] ||
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uniformStateDirty[RWGL_FOGCOLOR]){
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if (rwStateCache.fogEnable) {
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glEnable(GL_FOG);
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glFogf(GL_FOG_MODE, GL_LINEAR);
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glFogf(GL_FOG_START, rwStateCache.fogStart);
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glFogf(GL_FOG_END, rwStateCache.fogEnd);
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GLfloat fcolor[4] = { uniformState.fogColor.red, uniformState.fogColor.green, uniformState.fogColor.blue, uniformState.fogColor.alpha };
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glFogfv(GL_FOG_COLOR, fcolor);
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} else {
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glDisable(GL_FOG);
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}
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uniformStateDirty[RWGL_FOG] = false;
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uniformStateDirty[RWGL_FOGSTART] = false;
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uniformStateDirty[RWGL_FOGEND] = false;
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}
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if(uniformStateDirty[RWGL_FOGCOLOR]){
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// setUniform(u_fogColor, &uniformState.fogColor);
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uniformStateDirty[RWGL_FOGCOLOR] = false;
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}
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#else
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if(objectDirty){
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glBindBuffer(GL_UNIFORM_BUFFER, ubo_object);
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glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformObject), nil, GL_STREAM_DRAW);
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glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformObject), &uniformObject, GL_STREAM_DRAW);
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objectDirty = 0;
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}
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if(sceneDirty){
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glBindBuffer(GL_UNIFORM_BUFFER, ubo_scene);
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glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformScene), nil, GL_STREAM_DRAW);
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glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformScene), &uniformScene, GL_STREAM_DRAW);
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sceneDirty = 0;
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}
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if(stateDirty){
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switch(alphaFunc){
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case ALPHAALWAYS:
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default:
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uniformState.alphaRefLow = -1000.0f;
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uniformState.alphaRefHigh = 1000.0f;
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break;
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case ALPHAGREATEREQUAL:
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uniformState.alphaRefLow = alphaRef;
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uniformState.alphaRefHigh = 1000.0f;
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break;
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case ALPHALESS:
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uniformState.alphaRefLow = -1000.0f;
|
||||
uniformState.alphaRefHigh = alphaRef;
|
||||
break;
|
||||
}
|
||||
uniformState.fogDisable = rwStateCache.fogEnable ? 0.0f : 1.0f;
|
||||
uniformState.fogStart = rwStateCache.fogStart;
|
||||
uniformState.fogEnd = rwStateCache.fogEnd;
|
||||
uniformState.fogRange = 1.0f/(rwStateCache.fogStart - rwStateCache.fogEnd);
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, ubo_state);
|
||||
glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformState), nil, GL_STREAM_DRAW);
|
||||
glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformState), &uniformState, GL_STREAM_DRAW);
|
||||
stateDirty = 0;
|
||||
}
|
||||
#endif
|
||||
// flushUniforms();
|
||||
}
|
||||
|
||||
static void
|
||||
|
|
@ -1427,31 +1351,6 @@ stopSymbian(void)
|
|||
static int
|
||||
initOpenGL(void)
|
||||
{
|
||||
|
||||
#ifndef RW_GL_USE_UBOS
|
||||
// u_alphaRef = registerUniform("u_alphaRef", UNIFORM_VEC4);
|
||||
// u_fogData = registerUniform("u_fogData", UNIFORM_VEC4);
|
||||
// u_fogColor = registerUniform("u_fogColor", UNIFORM_VEC4);
|
||||
// u_proj = registerUniform("u_proj", UNIFORM_MAT4);
|
||||
// u_view = registerUniform("u_view", UNIFORM_MAT4);
|
||||
// u_world = registerUniform("u_world", UNIFORM_MAT4);
|
||||
// u_ambLight = registerUniform("u_ambLight", UNIFORM_VEC4);
|
||||
// u_lightParams = registerUniform("u_lightParams", UNIFORM_VEC4, MAX_LIGHTS);
|
||||
// u_lightPosition = registerUniform("u_lightPosition", UNIFORM_VEC4, MAX_LIGHTS);
|
||||
// u_lightDirection = registerUniform("u_lightDirection", UNIFORM_VEC4, MAX_LIGHTS);
|
||||
// u_lightColor = registerUniform("u_lightColor", UNIFORM_VEC4, MAX_LIGHTS);
|
||||
// lastShaderUploaded = nil;
|
||||
#else
|
||||
registerBlock("Scene");
|
||||
registerBlock("Object");
|
||||
registerBlock("State");
|
||||
#endif
|
||||
// u_matColor = registerUniform("u_matColor", UNIFORM_VEC4);
|
||||
// u_surfProps = registerUniform("u_surfProps", UNIFORM_VEC4);
|
||||
|
||||
// for im2d
|
||||
// registerUniform("u_xform", UNIFORM_VEC4);
|
||||
|
||||
glClearColor(0.25, 0.25, 0.25, 1.0);
|
||||
|
||||
byte whitepixel[4] = {0xFF, 0xFF, 0xFF, 0xFF};
|
||||
|
|
@ -1468,13 +1367,10 @@ initOpenGL(void)
|
|||
|
||||
#ifndef __SYMBIAN32__
|
||||
glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maxAnisotropy);
|
||||
|
||||
if(gl3Caps.glversion >= 30){
|
||||
glGenVertexArrays(1, &vao);
|
||||
glBindVertexArray(vao);
|
||||
}
|
||||
#endif
|
||||
|
||||
glEnable(GL_NORMALIZE);
|
||||
|
||||
openIm2D();
|
||||
openIm3D();
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue