gzdoom-gles/src/gl/scene/gl_swscene.cpp

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//
//---------------------------------------------------------------------------
//
// Copyright(C) 2004-2018 Christoph Oelckers
// All rights reserved.
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//--------------------------------------------------------------------------
//
/*
** gl_swscene.cpp
** common overlay code for software and hardware renderer
**
*/
#include "gl/system/gl_system.h"
#include "gl/system/gl_debug.h"
#include "gl/data/gl_vertexbuffer.h"
#include "gl/shaders/gl_shader.h"
#include "hwrenderer/textures/hw_ihwtexture.h"
#include "gl_swscene.h"
#include "w_wad.h"
#include "d_player.h"
#include "textures/bitmap.h"
#include "swrenderer/scene/r_light.h"
// [RH] Base blending values (for e.g. underwater)
int BaseBlendR, BaseBlendG, BaseBlendB;
float BaseBlendA;
class FSWPaletteTexture : public FTexture
{
public:
FSWPaletteTexture()
{
Width = 256;
Height = 1;
UseType = ETextureType::MiscPatch;
}
int CopyTrueColorPixels(FBitmap *bmp, int x, int y, int rotate, FCopyInfo *inf)
{
PalEntry *pe = (PalEntry*)bmp->GetPixels();
for (int i = 0; i < 256; i++)
{
pe[i] = GPalette.BaseColors[i].d | 0xff000000;
}
return 0;
}
};
class FSWSceneTexture : public FTexture
{
public:
FSWSceneTexture(int w, int h, int bits)
{
Width = w;
Height = h;
WidthBits = bits;
UseType = ETextureType::SWCanvas;
bNoCompress = true;
SystemTexture[0] = screen->CreateHardwareTexture(this);
}
// This is just a wrapper around the hardware texture and should never call the bitmap getters - if it does, something is wrong.
};
//==========================================================================
//
// SWSceneDrawer :: CreateResources
//
//==========================================================================
SWSceneDrawer::SWSceneDrawer()
{
PaletteTexture = new FSWPaletteTexture;
}
SWSceneDrawer::~SWSceneDrawer()
{
if (PaletteTexture != nullptr) delete PaletteTexture;
if (FBTexture != nullptr) delete FBTexture;
}
void SWSceneDrawer::RenderView(player_t *player)
{
DCanvas buffer(screen->GetWidth(), screen->GetHeight(), V_IsTrueColor());
if (FBTexture == nullptr || FBTexture->SystemTexture[0] == nullptr ||
FBTexture->GetWidth() != screen->GetWidth() ||
FBTexture->GetHeight() != screen->GetHeight() ||
(V_IsTrueColor() ? 1:0) != FBTexture->WidthBits)
{
// This manually constructs its own material here.
if (FBTexture != nullptr) delete FBTexture;
FBTexture = new FSWSceneTexture(screen->GetWidth(), screen->GetHeight(), V_IsTrueColor());
FBTexture->SystemTexture[0]->AllocateBuffer(screen->GetWidth(), screen->GetHeight(), V_IsTrueColor() ? 4 : 1);
auto mat = FMaterial::ValidateTexture(FBTexture, false);
mat->AddTextureLayer(PaletteTexture);
}
auto buf = FBTexture->SystemTexture[0]->MapBuffer();
if (!buf) I_FatalError("Unable to map buffer for software rendering");
buffer.SetBuffer(screen->GetWidth(), screen->GetHeight(), screen->GetWidth(), buf);
SWRenderer->RenderView(player, &buffer);
FBTexture->SystemTexture[0]->CreateTexture(nullptr, screen->GetWidth(), screen->GetHeight(), 0, false, 0, "swbuffer");
auto map = swrenderer::CameraLight::Instance()->ShaderColormap();
screen->Begin2D(false);
screen->DrawTexture(FBTexture, 0, 0, DTA_SpecialColormap, map, TAG_DONE);
SWRenderer->DrawRemainingPlayerSprites();
GLRenderer->DrawBlend(r_viewpoint.sector, !!map, V_IsTrueColor(), true);
}