2018-04-05 21:08:09 +00:00
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//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2004-2018 Christoph Oelckers
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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/*
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** gl_swscene.cpp
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** common overlay code for software and hardware renderer
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**
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*/
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#include "gl/system/gl_system.h"
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#include "gl/system/gl_debug.h"
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#include "gl/data/gl_vertexbuffer.h"
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#include "gl/shaders/gl_shader.h"
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2018-04-24 20:37:52 +00:00
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#include "gl/textures/gl_hwtexture.h"
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2018-04-05 21:08:09 +00:00
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#include "gl_swscene.h"
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#include "w_wad.h"
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#include "d_player.h"
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#include "textures/bitmap.h"
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#include "swrenderer/scene/r_light.h"
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// [RH] Base blending values (for e.g. underwater)
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int BaseBlendR, BaseBlendG, BaseBlendB;
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float BaseBlendA;
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2018-04-08 19:19:57 +00:00
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class FSWPaletteTexture : public FTexture
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2018-04-05 21:08:09 +00:00
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{
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public:
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FSWPaletteTexture()
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{
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Width = 256;
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Height = 1;
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UseType = ETextureType::MiscPatch;
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}
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int CopyTrueColorPixels(FBitmap *bmp, int x, int y, int rotate, FCopyInfo *inf)
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{
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2018-04-08 11:04:44 +00:00
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PalEntry *pe = (PalEntry*)bmp->GetPixels();
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for (int i = 0; i < 256; i++)
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{
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pe[i] = GPalette.BaseColors[i].d | 0xff000000;
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}
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2018-04-05 21:08:09 +00:00
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return 0;
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}
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};
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2018-04-08 19:19:57 +00:00
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class FSWSceneTexture : public FTexture
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2018-04-05 21:08:09 +00:00
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{
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public:
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FSWSceneTexture(int w, int h, int bits)
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{
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Width = w;
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Height = h;
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WidthBits = bits;
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UseType = ETextureType::SWCanvas;
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2018-04-24 18:41:52 +00:00
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bNoCompress = true;
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gl_info.SystemTexture[0] = screen->CreateHardwareTexture(this);
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2018-04-05 21:08:09 +00:00
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}
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// This is just a wrapper around the hardware texture and should never call the bitmap getters - if it does, something is wrong.
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};
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//==========================================================================
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//
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// SWSceneDrawer :: CreateResources
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//
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//==========================================================================
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SWSceneDrawer::SWSceneDrawer()
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{
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PaletteTexture = new FSWPaletteTexture;
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}
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SWSceneDrawer::~SWSceneDrawer()
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{
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if (PaletteTexture != nullptr) delete PaletteTexture;
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if (FBTexture != nullptr) delete FBTexture;
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}
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void SWSceneDrawer::RenderView(player_t *player)
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{
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2018-04-07 21:30:28 +00:00
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DCanvas buffer(screen->GetWidth(), screen->GetHeight(), V_IsTrueColor());
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2018-04-24 18:41:52 +00:00
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if (FBTexture == nullptr || FBTexture->gl_info.SystemTexture[0] == nullptr ||
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FBTexture->GetWidth() != screen->GetWidth() ||
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FBTexture->GetHeight() != screen->GetHeight() ||
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(V_IsTrueColor() ? 1:0) != FBTexture->WidthBits)
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2018-04-05 21:08:09 +00:00
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{
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// This manually constructs its own material here.
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if (FBTexture != nullptr) delete FBTexture;
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2018-04-07 21:30:28 +00:00
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FBTexture = new FSWSceneTexture(screen->GetWidth(), screen->GetHeight(), V_IsTrueColor());
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2018-04-24 18:41:52 +00:00
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FBTexture->gl_info.SystemTexture[0]->AllocateBuffer(screen->GetWidth(), screen->GetHeight(), V_IsTrueColor() ? 4 : 1);
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2018-04-05 21:08:09 +00:00
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auto mat = FMaterial::ValidateTexture(FBTexture, false);
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mat->AddTextureLayer(PaletteTexture);
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}
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2018-04-24 18:41:52 +00:00
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auto buf = FBTexture->gl_info.SystemTexture[0]->MapBuffer();
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2018-04-05 21:08:09 +00:00
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if (!buf) I_FatalError("Unable to map buffer for software rendering");
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2018-04-07 17:56:54 +00:00
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buffer.SetBuffer(screen->GetWidth(), screen->GetHeight(), screen->GetWidth(), buf);
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2018-04-05 21:08:09 +00:00
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SWRenderer->RenderView(player, &buffer);
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2018-04-24 18:41:52 +00:00
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FBTexture->gl_info.SystemTexture[0]->CreateTexture(nullptr, screen->GetWidth(), screen->GetHeight(), 0, false, 0, "swbuffer");
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2018-04-05 21:08:09 +00:00
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auto map = swrenderer::CameraLight::Instance()->ShaderColormap();
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screen->Begin2D(false);
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screen->DrawTexture(FBTexture, 0, 0, DTA_SpecialColormap, map, TAG_DONE);
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SWRenderer->DrawRemainingPlayerSprites();
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2018-04-07 21:30:28 +00:00
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GLRenderer->DrawBlend(r_viewpoint.sector, !!map, V_IsTrueColor(), true);
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2018-04-05 21:08:09 +00:00
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}
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