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https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-28 23:11:58 +00:00
- use the templated warp functions instead of the limited GZDoom 1.x version. gl_WarpBuffer has been removed.
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27a3b6aafd
commit
e3fad118d2
3 changed files with 14 additions and 89 deletions
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@ -123,88 +123,6 @@ void gl_SetTextureMode(int type)
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}
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}
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//===========================================================================
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//
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// FGLTex::WarpBuffer
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//
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//===========================================================================
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BYTE *gl_WarpBuffer(BYTE *buffer, int Width, int Height, int warp, float Speed)
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{
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if (Width > 256 || Height > 256) return buffer;
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DWORD *in = (DWORD*)buffer;
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DWORD *out = (DWORD*)new BYTE[4 * Width*Height];
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static DWORD linebuffer[256]; // anything larger will bring down performance so it is excluded above.
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DWORD timebase = DWORD(r_FrameTime*Speed * 23 / 28);
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int xsize = Width;
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int ysize = Height;
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int xmask = xsize - 1;
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int ymask = ysize - 1;
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int ds_xbits;
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int i;
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if (warp == 1)
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{
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for (ds_xbits = -1, i = Width; i; i >>= 1, ds_xbits++);
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// pending consolidation with the software renderer's code.
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/*
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for (x = xsize - 1; x >= 0; x--)
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{
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int yt, yf = (finesine[(timebase + (x + 17) * 128)&FINEMASK] >> 13) & ymask;
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const DWORD *source = in + x;
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DWORD *dest = out + x;
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for (yt = ysize; yt; yt--, yf = (yf + 1)&ymask, dest += xsize)
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{
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*dest = *(source + (yf << ds_xbits));
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}
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}
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timebase = DWORD(r_FrameTime*Speed * 32 / 28);
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int y;
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for (y = ysize - 1; y >= 0; y--)
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{
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int xt, xf = (finesine[(timebase + y * 128)&FINEMASK] >> 13) & xmask;
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DWORD *source = out + (y << ds_xbits);
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DWORD *dest = linebuffer;
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for (xt = xsize; xt; xt--, xf = (xf + 1)&xmask)
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{
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*dest++ = *(source + xf);
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}
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memcpy(out + y*xsize, linebuffer, xsize * sizeof(DWORD));
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}
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*/
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}
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else
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{
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int ybits;
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for (ybits = -1, i = ysize; i; i >>= 1, ybits++);
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/*
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DWORD timebase = (r_FrameTime * Speed * 40 / 28);
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for (x = xsize - 1; x >= 0; x--)
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{
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for (int y = ysize - 1; y >= 0; y--)
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{
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int xt = (x + 128
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+ ((finesine[(y * 128 + timebase * 5 + 900) & 8191] * 2) >> FRACBITS)
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+ ((finesine[(x * 256 + timebase * 4 + 300) & 8191] * 2) >> FRACBITS)) & xmask;
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int yt = (y + 128
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+ ((finesine[(y * 128 + timebase * 3 + 700) & 8191] * 2) >> FRACBITS)
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+ ((finesine[(x * 256 + timebase * 4 + 1200) & 8191] * 2) >> FRACBITS)) & ymask;
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const DWORD *source = in + (xt << ybits) + yt;
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DWORD *dest = out + (x << ybits) + y;
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*dest = *source;
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}
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}
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*/
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}
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delete[] buffer;
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return (BYTE*)out;
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}
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//==========================================================================
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//
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//
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@ -47,6 +47,7 @@
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#include "templates.h"
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#include "sc_man.h"
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#include "colormatcher.h"
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#include "textures/warpbuffer.h"
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//#include "gl/gl_intern.h"
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@ -72,7 +73,6 @@ EXTERN_CVAR(Bool, gl_texture_usehires)
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// The GL texture maintenance class
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//
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//===========================================================================
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BYTE *gl_WarpBuffer(BYTE *buffer, int Width, int Height, int warp, float Speed);
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//===========================================================================
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//
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@ -310,11 +310,18 @@ const FHardwareTexture *FGLTexture::Bind(int texunit, int clampmode, int transla
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if (!tex->bHasCanvas)
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{
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buffer = CreateTexBuffer(translation, w, h, hirescheck, true, alphatrans);
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if (tex->bWarped && gl.glslversion == 0)
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if (tex->bWarped && gl.glslversion == 0 && w*h <= 256*256) // do not software-warp larger textures, especially on the old systems that still need this fallback.
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{
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// need to warp
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buffer = gl_WarpBuffer(buffer, w, h, tex->bWarped, static_cast<FWarpTexture*>(tex)->GetSpeed());
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static_cast<FWarpTexture*>(tex)->GenTime = r_FrameTime;
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// need to do software warping
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FWarpTexture *wt = static_cast<FWarpTexture*>(tex);
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unsigned char *warpbuffer = new unsigned char[w*h*4];
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if (tex->bWarped != 2)
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WarpBufferType1((DWORD*)warpbuffer, (const DWORD*)buffer, w, h, wt->WidthOffsetMultiplier, wt->HeightOffsetMultiplier, r_FrameTime, wt->Speed);
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else
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WarpBufferType2((DWORD*)warpbuffer, (const DWORD*)buffer, w, h, wt->WidthOffsetMultiplier, wt->HeightOffsetMultiplier, r_FrameTime, wt->Speed);
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delete[] buffer;
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buffer = warpbuffer;
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wt->GenTime = r_FrameTime;
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}
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tex->ProcessData(buffer, w, h, false);
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}
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@ -555,12 +555,12 @@ public:
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FTexture *GetRedirect(bool wantwarped);
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DWORD GenTime;
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float Speed;
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int WidthOffsetMultiplier, HeightOffsetMultiplier; // [mxd]
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protected:
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FTexture *SourcePic;
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BYTE *Pixels;
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Span **Spans;
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float Speed;
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int WidthOffsetMultiplier, HeightOffsetMultiplier; // [mxd]
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virtual void MakeTexture (DWORD time);
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int NextPo2 (int v); // [mxd]
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