gl optimization and im2d shader override
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113d76cfaa
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5e299fb12e
@ -98,6 +98,12 @@ struct UniformObject
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RGBAf lightColor[MAX_LIGHTS];
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};
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struct GLShaderState
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{
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RGBA matColor;
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SurfaceProperties surfProps;
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};
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const char *shaderDecl330 = "#version 330\n";
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const char *shaderDecl100es =
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"#version 100\n"\
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@ -129,6 +135,7 @@ static GLuint whitetex;
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static UniformState uniformState;
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static UniformScene uniformScene;
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static UniformObject uniformObject;
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static GLShaderState shaderState;
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#ifndef RW_GL_USE_UBOS
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// State
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@ -878,13 +885,39 @@ setViewMatrix(float32 *mat)
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Shader *lastShaderUploaded;
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#define U(i) currentShader->uniformLocations[i]
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void
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setMaterial(const RGBA &color, const SurfaceProperties &surfaceprops)
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{
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bool force = lastShaderUploaded != currentShader;
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if(force || !equal(shaderState.matColor, color)){
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rw::RGBAf col;
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convColor(&col, &color);
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glUniform4fv(U(u_matColor), 1, (GLfloat*)&col);
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shaderState.matColor = color;
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}
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if(force ||
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shaderState.surfProps.ambient != surfaceprops.ambient ||
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shaderState.surfProps.specular != surfaceprops.specular ||
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shaderState.surfProps.diffuse != surfaceprops.diffuse){
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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] = 0.0f;
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glUniform4fv(U(u_surfProps), 1, surfProps);
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shaderState.surfProps = surfaceprops;
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}
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}
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void
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flushCache(void)
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{
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flushGlRenderState();
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#ifndef RW_GL_USE_UBOS
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#define U(i) currentShader->uniformLocations[i]
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// TODO: this is probably a stupid way to do it without UBOs
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if(lastShaderUploaded != currentShader){
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@ -23,6 +23,9 @@ uint32 im2DVbo, im2DIbo;
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#ifdef RW_GL_USE_VAOS
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uint32 im2DVao;
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#endif
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Shader *im2dOverrideShader;
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static int32 u_xform;
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#define STARTINDICES 10000
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@ -130,7 +133,10 @@ im2DRenderPrimitive(PrimitiveType primType, void *vertices, int32 numVertices)
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xform[2] = -1.0f;
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xform[3] = 1.0f;
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im2dShader->use();
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if(im2dOverrideShader)
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im2dOverrideShader->use();
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else
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im2dShader->use();
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#ifndef RW_GL_USE_VAOS
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setAttribPointers(im2dattribDesc, 3);
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#endif
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@ -170,7 +176,10 @@ im2DRenderIndexedPrimitive(PrimitiveType primType,
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xform[2] = -1.0f;
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xform[3] = 1.0f;
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im2dShader->use();
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if(im2dOverrideShader)
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im2dOverrideShader->use();
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else
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im2dShader->use();
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#ifndef RW_GL_USE_VAOS
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setAttribPointers(im2dattribDesc, 3);
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#endif
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@ -72,20 +72,11 @@ void
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matfxDefaultRender(InstanceDataHeader *header, InstanceData *inst)
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{
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Material *m;
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RGBAf col;
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GLfloat surfProps[4];
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m = inst->material;
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defaultShader->use();
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convColor(&col, &m->color);
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glUniform4fv(U(u_matColor), 1, (GLfloat*)&col);
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surfProps[0] = m->surfaceProps.ambient;
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surfProps[1] = m->surfaceProps.specular;
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surfProps[2] = m->surfaceProps.diffuse;
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surfProps[3] = 0.0f;
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glUniform4fv(U(u_surfProps), 1, surfProps);
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setMaterial(m->color, m->surfaceProps);
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setTexture(0, m->texture);
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@ -128,8 +119,6 @@ void
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matfxEnvRender(InstanceDataHeader *header, InstanceData *inst, MatFX::Env *env)
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{
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Material *m;
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RGBAf col;
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GLfloat surfProps[4];
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m = inst->material;
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if(env->tex == nil || env->coefficient == 0.0f){
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@ -143,14 +132,7 @@ matfxEnvRender(InstanceDataHeader *header, InstanceData *inst, MatFX::Env *env)
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setTexture(1, env->tex);
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uploadEnvMatrix(env->frame);
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convColor(&col, &m->color);
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glUniform4fv(U(u_matColor), 1, (GLfloat*)&col);
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surfProps[0] = m->surfaceProps.ambient;
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surfProps[1] = m->surfaceProps.specular;
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surfProps[2] = m->surfaceProps.diffuse;
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surfProps[3] = 0.0f;
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glUniform4fv(U(u_surfProps), 1, surfProps);
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setMaterial(m->color, m->surfaceProps);
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float fxparams[2];
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fxparams[0] = env->coefficient;
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@ -144,14 +144,7 @@ defaultRenderCB(Atomic *atomic, InstanceDataHeader *header)
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while(n--){
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m = inst->material;
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convColor(&col, &m->color);
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glUniform4fv(U(u_matColor), 1, (GLfloat*)&col);
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surfProps[0] = m->surfaceProps.ambient;
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surfProps[1] = m->surfaceProps.specular;
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surfProps[2] = m->surfaceProps.diffuse;
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surfProps[3] = 0.0f;
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glUniform4fv(U(u_surfProps), 1, surfProps);
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setMaterial(m->color, m->surfaceProps);
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setTexture(0, m->texture);
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@ -85,12 +85,13 @@ printShaderSource(const char **src)
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bool printline;
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int line = 1;
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for(f = 0; src[f]; f++){
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int fileline = 1;
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char c;
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file = src[f];
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printline = true;
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while(c = *file++, c != '\0'){
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if(printline)
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printf("%.4d: ", line++);
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printf("%.4d/%d:%.4d: ", line++, f, fileline++);
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putchar(c);
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printline = c == '\n';
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}
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@ -243,6 +244,10 @@ Shader::create(const char **vsrc, const char **fsrc)
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glUniform1i(loc, i);
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}
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// reset program
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if(currentShader)
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glUseProgram(currentShader->program);
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return sh;
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}
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@ -282,8 +282,6 @@ void
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skinRenderCB(Atomic *atomic, InstanceDataHeader *header)
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{
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Material *m;
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RGBAf col;
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GLfloat surfProps[4];
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setWorldMatrix(atomic->getFrame()->getLTM());
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lightingCB(atomic);
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@ -306,14 +304,7 @@ skinRenderCB(Atomic *atomic, InstanceDataHeader *header)
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while(n--){
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m = inst->material;
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convColor(&col, &m->color);
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glUniform4fv(U(u_matColor), 1, (GLfloat*)&col);
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surfProps[0] = m->surfaceProps.ambient;
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surfProps[1] = m->surfaceProps.specular;
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surfProps[2] = m->surfaceProps.diffuse;
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surfProps[3] = 0.0f;
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glUniform4fv(U(u_surfProps), 1, surfProps);
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setMaterial(m->color, m->surfaceProps);
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setTexture(0, m->texture);
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@ -170,6 +170,8 @@ extern const char *shaderDecl; // #version stuff
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extern const char *header_vert_src;
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extern const char *header_frag_src;
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extern Shader *im2dOverrideShader;
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// per Scene
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void setProjectionMatrix(float32*);
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void setViewMatrix(float32*);
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@ -180,6 +182,7 @@ int32 setLights(WorldLights *lightData);
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// per Mesh
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void setTexture(int32 n, Texture *tex);
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void setMaterial(const RGBA &color, const SurfaceProperties &surfaceprops);
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void setAlphaBlend(bool32 enable);
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bool32 getAlphaBlend(void);
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@ -175,6 +175,65 @@ setupClump(rw::Clump *clump)
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}
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}
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#define MUL(x, y) ((x)*(y)/255)
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int
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calcVCfx(int fb, int col, int a, int iter)
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{
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int prev = fb;
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int col2 = col*2;
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if(col2 > 255) col2 = 255;
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for(int i = 0; i < iter; i++){
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int tmp = MUL(fb, 255-a) + MUL(MUL(prev, col2), a);
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tmp += MUL(prev, col);
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tmp += MUL(prev, col);
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prev = tmp > 255 ? 255 : tmp;
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}
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return prev;
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}
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int
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calcIIIfx(int fb, int col, int a, int iter)
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{
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int prev = fb;
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for(int i = 0; i < iter; i++){
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int tmp = MUL(fb, 255-a) + MUL(MUL(prev, col), a);
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prev = tmp > 255 ? 255 : tmp;
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}
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return prev;
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}
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void
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postfxtest(void)
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{
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rw::Image *img = rw::Image::create(256, 256, 32);
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img->allocate();
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int x, y;
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int iter;
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static char filename[100];
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for(iter = 0; iter < 10; iter++){
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for(y = 0; y < 256; y++)
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for(x = 0; x < 256; x++){
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int res = calcVCfx(y, x, 30, iter);
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// int res = calcIIIfx(y, x, 30, iter);
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if(0 && res == y){
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img->pixels[y*img->stride + x*img->bpp + 0] = 255;
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img->pixels[y*img->stride + x*img->bpp + 1] = 0;
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img->pixels[y*img->stride + x*img->bpp + 2] = 0;
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}else{
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img->pixels[y*img->stride + x*img->bpp + 0] = res;
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img->pixels[y*img->stride + x*img->bpp + 1] = res;
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img->pixels[y*img->stride + x*img->bpp + 2] = res;
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}
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img->pixels[y*img->stride + x*img->bpp + 3] = 255;
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}
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sprintf(filename, "vcfx_%02d.bmp", iter);
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// sprintf(filename, "iiifx_%02d.bmp", iter);
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rw::writeBMP(img, filename);
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}
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exit(0);
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}
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bool
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InitRW(void)
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{
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@ -184,6 +243,8 @@ InitRW(void)
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rw::d3d::isP8supported = false;
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postfxtest();
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initFont();
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rw::RGBA foreground = { 255, 255, 0, 255 };
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