From 9e61c684d65424e05fa821679d512cac26c11997 Mon Sep 17 00:00:00 2001 From: zilmar Date: Tue, 3 Jan 2017 09:01:39 +1100 Subject: [PATCH] [Glide64] More cleanup of global names --- Source/Glitch64/OGLEScombiner.cpp | 56 +++++++++++++++---------------- Source/Glitch64/OGLgeometry.cpp | 1 + 2 files changed, 29 insertions(+), 28 deletions(-) diff --git a/Source/Glitch64/OGLEScombiner.cpp b/Source/Glitch64/OGLEScombiner.cpp index 1064f5cc2..52f595bc0 100644 --- a/Source/Glitch64/OGLEScombiner.cpp +++ b/Source/Glitch64/OGLEScombiner.cpp @@ -85,7 +85,7 @@ static int a_combiner_ext = 0; "varying highp vec4 gl_FrontColor; \n" \ "varying highp vec4 gl_TexCoord[4]; \n" -static const char* fragment_shader_header = +static const char* g_fragment_shader_header = SHADER_HEADER "precision lowp float; \n" "uniform sampler2D texture0; \n" @@ -109,56 +109,56 @@ SHADER_VARYING // using gl_FragCoord is terribly slow on ATI and varying variables don't work for some unknown // reason, so we use the unused components of the texture2 coordinates -static const char* fragment_shader_dither = +static const char* g_fragment_shader_dither = " float dithx = (gl_TexCoord[2].b + 1.0)*0.5*1000.0; \n" " float dithy = (gl_TexCoord[2].a + 1.0)*0.5*1000.0; \n" " if(texture2D(ditherTex, vec2((dithx-32.0*floor(dithx/32.0))/32.0, \n" " (dithy-32.0*floor(dithy/32.0))/32.0)).a > 0.5) discard; \n" ; -static const char* fragment_shader_default = +static const char* g_fragment_shader_default = " gl_FragColor = texture2D(texture0, vec2(gl_TexCoord[0])); \n" ; -static const char* fragment_shader_readtex0color = +static const char* g_fragment_shader_readtex0color = " vec4 readtex0 = texture2D(texture0, vec2(gl_TexCoord[0])); \n" ; -static const char* fragment_shader_readtex0bw = +static const char* g_fragment_shader_readtex0bw = " vec4 readtex0 = texture2D(texture0, vec2(gl_TexCoord[0])); \n" " readtex0 = vec4(vec3(readtex0.b), \n" " readtex0.r + readtex0.g * 8.0 / 256.0); \n" ; -static const char* fragment_shader_readtex0bw_2 = +static const char* g_fragment_shader_readtex0bw_2 = " vec4 readtex0 = vec4(dot(texture2D(texture0, vec2(gl_TexCoord[0])), vec4(1.0/3, 1.0/3, 1.0/3, 0))); \n" ; -static const char* fragment_shader_readtex1color = +static const char* g_fragment_shader_readtex1color = " vec4 readtex1 = texture2D(texture1, vec2(gl_TexCoord[1])); \n" ; -static const char* fragment_shader_readtex1bw = +static const char* g_fragment_shader_readtex1bw = " vec4 readtex1 = texture2D(texture1, vec2(gl_TexCoord[1])); \n" " readtex1 = vec4(vec3(readtex1.b), \n" " readtex1.r + readtex1.g * 8.0 / 256.0); \n" ; -static const char* fragment_shader_readtex1bw_2 = +static const char* g_fragment_shader_readtex1bw_2 = " vec4 readtex1 = vec4(dot(texture2D(texture1, vec2(gl_TexCoord[1])), vec4(1.0/3, 1.0/3, 1.0/3, 0))); \n" ; -static const char* fragment_shader_fog = +static const char* g_fragment_shader_fog = " float fog; \n" " fog = gl_TexCoord[0].b; \n" " gl_FragColor.rgb = mix(fogColor, gl_FragColor.rgb, fog); \n" ; -static const char* fragment_shader_end = +static const char* g_fragment_shader_end = "if(gl_FragColor.a <= alphaRef) {discard;} \n" " \n" "} \n" ; -static const char* vertex_shader = +static const char* g_vertex_shader = SHADER_HEADER "#define Z_MAX 65536.0 \n" "attribute highp vec4 aPosition; \n" @@ -328,12 +328,12 @@ void init_combiner() int log_length; // default shader - std::string fragment_shader = fragment_shader_header; - fragment_shader += fragment_shader_default; - fragment_shader += fragment_shader_end; + std::string fragment_shader = g_fragment_shader_header; + fragment_shader += g_fragment_shader_default; + fragment_shader += g_fragment_shader_end; GLuint fragment_shader_object = CompileShader(GL_FRAGMENT_SHADER, fragment_shader); - GLuint vertex_shader_object = CompileShader(GL_VERTEX_SHADER, vertex_shader); + GLuint vertex_shader_object = CompileShader(GL_VERTEX_SHADER, g_vertex_shader); // default program g_program_object_default = glCreateProgram(); @@ -545,23 +545,23 @@ void compile_shader() compile_chroma_shader(); } - std::string fragment_shader = fragment_shader_header; + std::string fragment_shader = g_fragment_shader_header; if (dither_enabled) { - fragment_shader += fragment_shader_dither; + fragment_shader += g_fragment_shader_dither; } switch (blackandwhite0) { - case 1: fragment_shader += fragment_shader_readtex0bw; break; - case 2: fragment_shader += fragment_shader_readtex0bw_2; break; - default: fragment_shader += fragment_shader_readtex0color; + case 1: fragment_shader += g_fragment_shader_readtex0bw; break; + case 2: fragment_shader += g_fragment_shader_readtex0bw_2; break; + default: fragment_shader += g_fragment_shader_readtex0color; } switch (blackandwhite1) { - case 1: fragment_shader += fragment_shader_readtex1bw; break; - case 2: fragment_shader += fragment_shader_readtex1bw_2; break; - default: fragment_shader += fragment_shader_readtex1color; + case 1: fragment_shader += g_fragment_shader_readtex1bw; break; + case 2: fragment_shader += g_fragment_shader_readtex1bw_2; break; + default: fragment_shader += g_fragment_shader_readtex1color; } fragment_shader += fragment_shader_texture0; fragment_shader += fragment_shader_texture1; @@ -569,9 +569,9 @@ void compile_shader() fragment_shader += fragment_shader_alpha_combiner; if (g_fog_enabled) { - fragment_shader += fragment_shader_fog; + fragment_shader += g_fragment_shader_fog; } - fragment_shader += fragment_shader_end; + fragment_shader += g_fragment_shader_end; if (g_chroma_enabled) { fragment_shader += fragment_shader_chroma; @@ -579,7 +579,7 @@ void compile_shader() GLuint fragment_shader_object = CompileShader(GL_FRAGMENT_SHADER, fragment_shader); GLuint vertex_shader_object = CompileShader(GL_VERTEX_SHADER, vertex_shader); - + GLuint program_object = glCreateProgram(); shader_program.program_object = program_object; @@ -850,7 +850,7 @@ FxBool invert) strcat(fragment_shader_color_combiner, "gl_FragColor = color_factor * (-color_local) + vec4(color_local.a); \n"); break; default: - strcpy(fragment_shader_color_combiner, fragment_shader_default); + strcpy(fragment_shader_color_combiner, g_fragment_shader_default); WriteTrace(TraceGlitch, TraceWarning, "grColorCombine : unknown function : %x", function); } //compile_shader(); diff --git a/Source/Glitch64/OGLgeometry.cpp b/Source/Glitch64/OGLgeometry.cpp index 11d73b847..75bfc35e3 100644 --- a/Source/Glitch64/OGLgeometry.cpp +++ b/Source/Glitch64/OGLgeometry.cpp @@ -26,6 +26,7 @@ static int fog_ext_en; int w_buffer_mode; int inverted_culling; int culling_mode; +extern int fog_enabled; inline float ZCALC(const float & z, const float & q) { float res = z_en ? ((z) / Z_MAX) / (q) : 1.0f;