mirror of
https://github.com/DrBeef/Raze.git
synced 2024-12-13 22:21:01 +00:00
84173ee09b
The main bulk of this is the new start screen code. To make this work in Raze some more work on the startup procedure is needed. What this does provide is support for the DOS end-of-game text screens in Duke and SW on non-Windows systems.
93 lines
No EOL
2 KiB
C++
93 lines
No EOL
2 KiB
C++
#pragma once
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#ifdef LoadImage
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#undef LoadImage
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#endif
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#define SHADED_TEXTURE -1
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#define DIRECT_PALETTE -2
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#include "tarray.h"
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#include "hw_ihwtexture.h"
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#include "volk/volk.h"
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#include "vk_imagetransition.h"
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#include "hw_material.h"
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struct FMaterialState;
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class VulkanDescriptorSet;
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class VulkanImage;
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class VulkanImageView;
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class VulkanBuffer;
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class FGameTexture;
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class VkHardwareTexture : public IHardwareTexture
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{
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friend class VkMaterial;
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public:
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VkHardwareTexture(int numchannels);
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~VkHardwareTexture();
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static void ResetAll();
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void Reset();
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// Software renderer stuff
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void AllocateBuffer(int w, int h, int texelsize) override;
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uint8_t *MapBuffer() override;
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unsigned int CreateTexture(unsigned char * buffer, int w, int h, int texunit, bool mipmap, const char *name) override;
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// Wipe screen
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void CreateWipeTexture(int w, int h, const char *name);
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VkTextureImage *GetImage(FTexture *tex, int translation, int flags);
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VkTextureImage *GetDepthStencil(FTexture *tex);
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private:
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void CreateImage(FTexture *tex, int translation, int flags);
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void CreateTexture(int w, int h, int pixelsize, VkFormat format, const void *pixels, bool mipmap);
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static int GetMipLevels(int w, int h);
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static VkHardwareTexture *First;
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VkHardwareTexture *Prev = nullptr;
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VkHardwareTexture *Next = nullptr;
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VkTextureImage mImage;
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int mTexelsize = 4;
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VkTextureImage mDepthStencil;
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uint8_t* mappedSWFB = nullptr;
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};
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class VkMaterial : public FMaterial
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{
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static VkMaterial* First;
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VkMaterial* Prev = nullptr;
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VkMaterial* Next = nullptr;
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struct DescriptorEntry
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{
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int clampmode;
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intptr_t remap;
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std::unique_ptr<VulkanDescriptorSet> descriptor;
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DescriptorEntry(int cm, intptr_t f, std::unique_ptr<VulkanDescriptorSet>&& d)
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{
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clampmode = cm;
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remap = f;
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descriptor = std::move(d);
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}
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};
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std::vector<DescriptorEntry> mDescriptorSets;
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public:
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VkMaterial(FGameTexture *tex, int scaleflags);
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~VkMaterial();
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VulkanDescriptorSet* GetDescriptorSet(const FMaterialState& state);
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void DeleteDescriptors() override;
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static void ResetAllDescriptors();
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}; |