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88 lines
3 KiB
C++
88 lines
3 KiB
C++
/*
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** gl_texture.cpp
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** high level GL texture interface
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**
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**---------------------------------------------------------------------------
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** Copyright 2019 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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**
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*/
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#include "palette.h"
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#include "build.h"
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#include "polymost.h"
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#include "textures.h"
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#include "bitmap.h"
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#include "v_font.h"
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#include "palettecontainer.h"
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#include "../../glbackend/glbackend.h"
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#include "texturemanager.h"
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#include "v_video.h"
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#include "printf.h"
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//===========================================================================
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//
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// Retrieve the texture to be used.
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//
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//===========================================================================
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// Test CVARs.
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#ifdef _DEBUG
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CVAR(Int, fixpalette, -1, 0)
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CVAR(Int, fixpalswap, -1, 0)
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#endif
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bool GLInstance::SetTexture(FGameTexture* tex, int paletteid, int sampler, bool notindexed)
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{
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if (!tex->isValid())
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{
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return false;
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}
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#ifdef _DEBUG
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int basepal = GetTranslationType(paletteid) - Translation_Remap;
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int translation = GetTranslationIndex(paletteid);
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int usepalette = fixpalette >= 0 ? fixpalette : basepal;
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int usepalswap = fixpalswap >= 0 ? fixpalswap : translation;
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paletteid = TRANSLATION(Translation_Remap + usepalette, usepalswap);
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#endif
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SetPalswap(GetTranslationIndex(paletteid));
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auto &mat = renderState.mMaterial;
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assert(tex->isValid());
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mat.mTexture = tex;
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mat.uFlags = UF_Texture;
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mat.mScaleFlags = 0;
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mat.mClampMode = sampler;
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mat.mTranslation = paletteid;
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mat.mOverrideShader = -1;
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mat.mChanged = true;
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GLInterface.SetAlphaThreshold(tex->alphaThreshold);
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return true;
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}
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