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- fixed alpha texture generation for OpenGL rendering.
The old logic used a translation table that does not work with color images, it was designed to handle 8 bit grayscale images. So now, it creates a true color buffer and then turns it into a texture with R,G,B = 255 and the alpha channel set to the grayscale value. This was also the reason why crosshairs made from 32 bit PNGs did not show correctly.
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5466e2c7c5
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0a07f4c144
3 changed files with 27 additions and 27 deletions
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@ -145,7 +145,7 @@ public:
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void SetMaterial(FMaterial *mat, int clampmode, int translation, int overrideshader, bool alphatexture)
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{
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// alpha textures need special treatment in the legacy renderer because withouz shaders they need a different texture.
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if (alphatexture && gl.legacyMode) translation = TRANSLATION(TRANSLATION_Standard, 8);
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if (alphatexture && gl.legacyMode) translation = INT_MAX;
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if (mat->tex->bHasCanvas)
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{
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@ -213,31 +213,27 @@ unsigned char * FGLTexture::CreateTexBuffer(int translation, int & w, int & h, F
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FBitmap bmp(buffer, W*4, W, H);
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if (translation <= 0)
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if (translation <= 0 || alphatrans)
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{
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// Q: Is this special treatment still needed? Needs to be checked.
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if (tex->bComplex)
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int trans = tex->CopyTrueColorPixels(&bmp, exx, exx);
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tex->CheckTrans(buffer, W*H, trans);
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isTransparent = tex->gl_info.mIsTransparent;
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if (bIsTransparent == -1) bIsTransparent = isTransparent;
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// alpha texture for legacy mode
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if (alphatrans)
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{
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FBitmap imgCreate;
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// The texture contains special processing so it must be fully composited before being converted as a whole.
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if (imgCreate.Create(W, H))
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for (int i = 0; i < W*H; i++)
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{
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memset(imgCreate.GetPixels(), 0, W * H * 4);
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int trans = tex->CopyTrueColorPixels(&imgCreate, exx, exx);
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bmp.CopyPixelDataRGB(0, 0, imgCreate.GetPixels(), W, H, 4, W * 4, 0, CF_BGRA);
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tex->CheckTrans(buffer, W*H, trans);
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isTransparent = tex->gl_info.mIsTransparent;
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if (bIsTransparent == -1) bIsTransparent = isTransparent;
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int b = buffer[4 * i];
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int g = buffer[4 * i + 1];
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int r = buffer[4 * i + 2];
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int gray = Luminance(r, g, b);
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buffer[4 * i] = 255;
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buffer[4 * i + 1] = 255;
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buffer[4 * i + 2] = 255;
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buffer[4 * i + 3] = (buffer[4 * i + 3] * gray) >> 8;
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}
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}
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else
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{
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int trans = tex->CopyTrueColorPixels(&bmp, exx, exx);
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tex->CheckTrans(buffer, W*H, trans);
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isTransparent = tex->gl_info.mIsTransparent;
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if (bIsTransparent == -1) bIsTransparent = isTransparent;
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}
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}
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else
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{
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@ -282,13 +278,18 @@ FHardwareTexture *FGLTexture::CreateHwTexture()
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const FHardwareTexture *FGLTexture::Bind(int texunit, int clampmode, int translation, FTexture *hirescheck)
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{
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int usebright = false;
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bool alphatrans = false;
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bool alphatrans = translation == INT_MAX; // This is only needed for legacy mode because no texture combine setting allows using the color as alpha.
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if (translation <= 0) translation = -translation;
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else
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if (!alphatrans)
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{
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alphatrans = (gl.legacyMode && uint32_t(translation) == TRANSLATION(TRANSLATION_Standard, 8));
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translation = GLTranslationPalette::GetInternalTranslation(translation);
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if (translation <= 0)
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{
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translation = -translation;
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}
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else
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{
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translation = GLTranslationPalette::GetInternalTranslation(translation);
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}
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}
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bool needmipmap = (clampmode <= CLAMP_XY);
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@ -126,7 +126,6 @@ FTexture * PCXTexture_TryCreate(FileReader & file, int lumpnum)
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if (hdr.version != 0 && hdr.version != 2 && hdr.version != 3 && hdr.version != 4 && hdr.version != 5) return NULL;
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if (hdr.bitsPerPixel != 1 && hdr.bitsPerPixel != 8 && hdr.bitsPerPixel != 4) return NULL;
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if (hdr.bitsPerPixel == 1 && hdr.numColorPlanes !=1 && hdr.numColorPlanes != 4) return NULL;
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if (hdr.bitsPerPixel == 4 && hdr.numColorPlanes != 1) return NULL;
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if (hdr.bitsPerPixel == 8 && hdr.bytesPerScanLine != ((hdr.xmax - hdr.xmin + 2)&~1)) return NULL;
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for (int i = 0; i < 54; i++)
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