mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-23 19:01:48 +00:00
1123 lines
30 KiB
C++
1123 lines
30 KiB
C++
/*
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** gl_material.cpp
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**
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**---------------------------------------------------------------------------
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** Copyright 2004-2009 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be
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** covered by the terms of the GNU Lesser General Public License as published
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** by the Free Software Foundation; either version 2.1 of the License, or (at
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** your option) any later version.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "gl/system/gl_system.h"
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#include "w_wad.h"
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#include "m_png.h"
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#include "sbar.h"
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#include "gi.h"
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#include "cmdlib.h"
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#include "c_dispatch.h"
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#include "stats.h"
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#include "r_utility.h"
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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 "gl/gl_intern.h"
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#include "gl/system/gl_framebuffer.h"
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#include "gl/renderer/gl_lightdata.h"
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#include "gl/data/gl_data.h"
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#include "gl/textures/gl_texture.h"
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#include "gl/textures/gl_translate.h"
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#include "gl/textures/gl_bitmap.h"
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#include "gl/textures/gl_material.h"
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#include "gl/shaders/gl_shader.h"
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EXTERN_CVAR(Bool, gl_render_precise)
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EXTERN_CVAR(Int, gl_lightmode)
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EXTERN_CVAR(Bool, gl_precache)
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EXTERN_CVAR(Bool, gl_texture_usehires)
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//===========================================================================
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//
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// The GL texture maintenance class
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//
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//===========================================================================
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//===========================================================================
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//
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// Constructor
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//
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//===========================================================================
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FGLTexture::FGLTexture(FTexture * tx, bool expandpatches)
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{
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assert(tx->gl_info.SystemTexture == NULL);
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tex = tx;
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glpatch=NULL;
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for(int i=0;i<5;i++) gltexture[i]=NULL;
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HiresLump=-1;
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hirestexture = NULL;
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currentwarp = 0;
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bHasColorkey = false;
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bIsTransparent = -1;
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bExpand = expandpatches;
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tex->gl_info.SystemTexture = this;
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}
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//===========================================================================
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//
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// Destructor
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//
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//===========================================================================
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FGLTexture::~FGLTexture()
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{
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Clean(true);
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if (hirestexture) delete hirestexture;
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}
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//==========================================================================
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//
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// Checks for the presence of a hires texture replacement and loads it
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//
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//==========================================================================
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unsigned char *FGLTexture::LoadHiresTexture(FTexture *tex, int *width, int *height, int cm)
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{
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if (HiresLump==-1)
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{
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bHasColorkey = false;
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HiresLump = CheckDDPK3(tex);
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if (HiresLump < 0) HiresLump = CheckExternalFile(tex, bHasColorkey);
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if (HiresLump >=0)
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{
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hirestexture = FTexture::CreateTexture(HiresLump, FTexture::TEX_Any);
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}
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}
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if (hirestexture != NULL)
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{
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int w=hirestexture->GetWidth();
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int h=hirestexture->GetHeight();
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unsigned char * buffer=new unsigned char[w*(h+1)*4];
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memset(buffer, 0, w * (h+1) * 4);
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FGLBitmap bmp(buffer, w*4, w, h);
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bmp.SetTranslationInfo(cm);
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int trans = hirestexture->CopyTrueColorPixels(&bmp, 0, 0);
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hirestexture->CheckTrans(buffer, w*h, trans);
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bIsTransparent = hirestexture->gl_info.mIsTransparent;
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if (bHasColorkey)
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{
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// This is a crappy Doomsday color keyed image
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// We have to remove the key manually. :(
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DWORD * dwdata=(DWORD*)buffer;
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for (int i=(w*h);i>0;i--)
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{
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if (dwdata[i]==0xffffff00 || dwdata[i]==0xffff00ff) dwdata[i]=0;
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}
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}
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*width = w;
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*height = h;
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return buffer;
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}
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return NULL;
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}
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//===========================================================================
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//
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// Deletes all allocated resources
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//
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//===========================================================================
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void FGLTexture::Clean(bool all)
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{
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for(int i=0;i<5;i++)
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{
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if (gltexture[i])
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{
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if (!all) gltexture[i]->Clean(false);
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else
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{
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delete gltexture[i];
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gltexture[i]=NULL;
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}
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}
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}
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if (glpatch)
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{
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if (!all) glpatch->Clean(false);
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else
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{
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delete glpatch;
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glpatch=NULL;
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}
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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 *FGLTexture::WarpBuffer(BYTE *buffer, int Width, int Height, int warp)
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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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float Speed = static_cast<FWarpTexture*>(tex)->GetSpeed();
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static_cast<FWarpTexture*>(tex)->GenTime = r_FrameTime;
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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,x;
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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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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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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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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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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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// Initializes the buffer for the texture data
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//
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//===========================================================================
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unsigned char * FGLTexture::CreateTexBuffer(int cm, int translation, int & w, int & h, bool expand, FTexture *hirescheck, int warp)
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{
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unsigned char * buffer;
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int W, H;
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// Textures that are already scaled in the texture lump will not get replaced
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// by hires textures
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if (gl_texture_usehires && hirescheck != NULL)
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{
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buffer = LoadHiresTexture (hirescheck, &w, &h, cm);
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if (buffer)
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{
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return buffer;
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}
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}
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W = w = tex->GetWidth() + expand*2;
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H = h = tex->GetHeight() + expand*2;
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buffer=new unsigned char[W*(H+1)*4];
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memset(buffer, 0, W * (H+1) * 4);
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FGLBitmap bmp(buffer, W*4, W, H);
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bmp.SetTranslationInfo(cm, translation);
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if (tex->bComplex)
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{
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FBitmap imgCreate;
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// The texture contains special processing so it must be composited using the
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// base bitmap class and then be converted as a whole.
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if (imgCreate.Create(W, H))
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{
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memset(imgCreate.GetPixels(), 0, W * H * 4);
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int trans = tex->CopyTrueColorPixels(&imgCreate, expand, expand);
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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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bIsTransparent = tex->gl_info.mIsTransparent;
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}
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}
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else if (translation<=0)
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{
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int trans = tex->CopyTrueColorPixels(&bmp, expand, expand);
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tex->CheckTrans(buffer, W*H, trans);
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bIsTransparent = tex->gl_info.mIsTransparent;
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}
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else
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{
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// When using translations everything must be mapped to the base palette.
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// Since FTexture's method is doing exactly that by calling GetPixels let's use that here
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// to do all the dirty work for us. ;)
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tex->FTexture::CopyTrueColorPixels(&bmp, expand, expand);
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bIsTransparent = 0;
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}
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if (warp != 0)
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{
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buffer = WarpBuffer(buffer, W, H, warp);
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}
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// [BB] The hqnx upsampling (not the scaleN one) destroys partial transparency, don't upsamle textures using it.
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// Also don't upsample warped textures.
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else //if (bIsTransparent != 1)
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{
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// [BB] Potentially upsample the buffer.
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buffer = gl_CreateUpsampledTextureBuffer ( tex, buffer, W, H, w, h, bIsTransparent || cm == CM_SHADE );
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}
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currentwarp = warp;
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currentwarptime = gl_frameMS;
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return buffer;
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}
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//===========================================================================
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//
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// Create hardware texture for world use
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//
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//===========================================================================
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FHardwareTexture *FGLTexture::CreateTexture(int clampmode)
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{
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if (tex->UseType==FTexture::TEX_Null) return NULL; // Cannot register a NULL texture
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if (!gltexture[clampmode])
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{
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gltexture[clampmode] = new FHardwareTexture(tex->GetWidth(), tex->GetHeight(), true, true, false, tex->gl_info.bNoCompress);
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}
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return gltexture[clampmode];
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}
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//===========================================================================
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//
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// Create Hardware texture for patch use
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//
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//===========================================================================
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bool FGLTexture::CreatePatch()
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{
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if (tex->UseType==FTexture::TEX_Null) return false; // Cannot register a NULL texture
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if (!glpatch)
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{
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glpatch=new FHardwareTexture(tex->GetWidth() + bExpand, tex->GetHeight() + bExpand, false, false, tex->gl_info.bNoFilter, tex->gl_info.bNoCompress);
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}
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if (glpatch) return true;
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return false;
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}
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//===========================================================================
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//
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// Binds a texture to the renderer
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//
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//===========================================================================
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const FHardwareTexture *FGLTexture::Bind(int texunit, int cm, int clampmode, int translation, FTexture *hirescheck, int warp)
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{
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int usebright = false;
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if (translation <= 0) translation = -translation;
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else translation = GLTranslationPalette::GetInternalTranslation(translation);
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FHardwareTexture *hwtex;
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if (gltexture[4] != NULL && clampmode < 4 && gltexture[clampmode] == NULL)
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{
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hwtex = gltexture[clampmode] = gltexture[4];
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gltexture[4] = NULL;
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if (hwtex->Bind(texunit, cm, translation))
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{
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gl.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, (clampmode & GLT_CLAMPX)? GL_CLAMP_TO_EDGE : GL_REPEAT);
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gl.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, (clampmode & GLT_CLAMPY)? GL_CLAMP_TO_EDGE : GL_REPEAT);
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}
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}
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else
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{
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hwtex = CreateTexture(clampmode);
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}
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if (hwtex)
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{
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if ((warp != 0 || currentwarp != warp) && currentwarptime != gl_frameMS)
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{
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// must recreate the texture
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Clean(true);
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hwtex = CreateTexture(clampmode);
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}
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// Texture has become invalid
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else if ((warp == 0 && !tex->bHasCanvas) && tex->CheckModified())
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{
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Clean(true);
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hwtex = CreateTexture(clampmode);
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}
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// Bind it to the system.
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if (!hwtex->Bind(texunit, cm, translation))
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{
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int w, h;
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// Create this texture
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unsigned char * buffer = NULL;
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if (!tex->bHasCanvas)
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{
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buffer = CreateTexBuffer(cm, translation, w, h, false, hirescheck, warp);
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tex->ProcessData(buffer, w, h, false);
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}
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if (!hwtex->CreateTexture(buffer, w, h, true, texunit, cm, translation))
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{
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// could not create texture
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delete[] buffer;
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return NULL;
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}
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gl.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, (clampmode & GLT_CLAMPX)? GL_CLAMP_TO_EDGE : GL_REPEAT);
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gl.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, (clampmode & GLT_CLAMPY)? GL_CLAMP_TO_EDGE : GL_REPEAT);
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delete[] buffer;
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}
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if (tex->bHasCanvas) static_cast<FCanvasTexture*>(tex)->NeedUpdate();
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return hwtex;
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}
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return NULL;
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}
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//===========================================================================
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//
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// Binds a sprite to the renderer
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//
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//===========================================================================
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const FHardwareTexture * FGLTexture::BindPatch(int texunit, int cm, int translation, int warp)
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{
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bool usebright = false;
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int transparm = translation;
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if (translation <= 0) translation = -translation;
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else translation = GLTranslationPalette::GetInternalTranslation(translation);
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if (CreatePatch())
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{
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if (warp != 0 || currentwarp != warp)
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{
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// must recreate the texture
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Clean(true);
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CreatePatch();
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}
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// Texture has become invalid
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else if ((warp == 0 && !tex->bHasCanvas) && tex->CheckModified())
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{
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Clean(true);
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CreatePatch();
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}
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|
|
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// Bind it to the system.
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if (!glpatch->Bind(texunit, cm, translation))
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{
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int w, h;
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// Create this texture
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unsigned char * buffer = CreateTexBuffer(cm, translation, w, h, bExpand, NULL, warp);
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tex->ProcessData(buffer, w, h, true);
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if (!glpatch->CreateTexture(buffer, w, h, false, texunit, cm, translation))
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{
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// could not create texture
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delete[] buffer;
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return NULL;
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}
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delete[] buffer;
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gl.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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gl.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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}
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return glpatch;
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}
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return NULL;
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}
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|
|
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//===========================================================================
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//
|
|
//
|
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//
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//===========================================================================
|
|
|
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fixed_t FTexCoordInfo::RowOffset(fixed_t rowoffset) const
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{
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if (mTempScaleY == FRACUNIT)
|
|
{
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if (mScaleY==FRACUNIT || mWorldPanning) return rowoffset;
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|
else return FixedDiv(rowoffset, mScaleY);
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|
}
|
|
else
|
|
{
|
|
if (mWorldPanning) return FixedDiv(rowoffset, mTempScaleY);
|
|
else return FixedDiv(rowoffset, mScaleY);
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
//
|
|
//
|
|
//===========================================================================
|
|
|
|
fixed_t FTexCoordInfo::TextureOffset(fixed_t textureoffset) const
|
|
{
|
|
if (mTempScaleX == FRACUNIT)
|
|
{
|
|
if (mScaleX==FRACUNIT || mWorldPanning) return textureoffset;
|
|
else return FixedDiv(textureoffset, mScaleX);
|
|
}
|
|
else
|
|
{
|
|
if (mWorldPanning) return FixedDiv(textureoffset, mTempScaleX);
|
|
else return FixedDiv(textureoffset, mScaleX);
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Returns the size for which texture offset coordinates are used.
|
|
//
|
|
//===========================================================================
|
|
|
|
fixed_t FTexCoordInfo::TextureAdjustWidth() const
|
|
{
|
|
if (mWorldPanning)
|
|
{
|
|
if (mTempScaleX == FRACUNIT) return mRenderWidth;
|
|
else return FixedDiv(mWidth, mTempScaleX);
|
|
}
|
|
else return mWidth;
|
|
}
|
|
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
//
|
|
//
|
|
//===========================================================================
|
|
FGLTexture * FMaterial::ValidateSysTexture(FTexture * tex, bool expand)
|
|
{
|
|
if (tex && tex->UseType!=FTexture::TEX_Null)
|
|
{
|
|
FGLTexture *gltex = tex->gl_info.SystemTexture;
|
|
if (gltex == NULL)
|
|
{
|
|
gltex = new FGLTexture(tex, expand);
|
|
}
|
|
return gltex;
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Constructor
|
|
//
|
|
//===========================================================================
|
|
TArray<FMaterial *> FMaterial::mMaterials;
|
|
int FMaterial::mMaxBound;
|
|
|
|
FMaterial::FMaterial(FTexture * tx, bool forceexpand)
|
|
{
|
|
assert(tx->gl_info.Material == NULL);
|
|
|
|
bool expanded = tx->UseType == FTexture::TEX_Sprite ||
|
|
tx->UseType == FTexture::TEX_SkinSprite ||
|
|
tx->UseType == FTexture::TEX_Decal ||
|
|
forceexpand;
|
|
|
|
mShaderIndex = 0;
|
|
|
|
// TODO: apply custom shader object here
|
|
/* if (tx->CustomShaderDefinition)
|
|
{
|
|
}
|
|
else
|
|
*/
|
|
if (tx->bWarped)
|
|
{
|
|
mShaderIndex = tx->bWarped;
|
|
expanded = false;
|
|
tx->gl_info.shaderspeed = static_cast<FWarpTexture*>(tx)->GetSpeed();
|
|
}
|
|
else if (tx->bHasCanvas)
|
|
{
|
|
expanded = false;
|
|
}
|
|
else if (gl.shadermodel > 2)
|
|
{
|
|
if (tx->gl_info.shaderindex >= FIRST_USER_SHADER)
|
|
{
|
|
mShaderIndex = tx->gl_info.shaderindex;
|
|
expanded = false;
|
|
}
|
|
else
|
|
{
|
|
tx->CreateDefaultBrightmap();
|
|
if (tx->gl_info.Brightmap != NULL)
|
|
{
|
|
ValidateSysTexture(tx->gl_info.Brightmap, expanded);
|
|
FTextureLayer layer = {tx->gl_info.Brightmap, false};
|
|
mTextureLayers.Push(layer);
|
|
mShaderIndex = 3;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
for (int i=GLUSE_PATCH; i<=GLUSE_TEXTURE; i++)
|
|
{
|
|
Width[i] = tx->GetWidth();
|
|
Height[i] = tx->GetHeight();
|
|
LeftOffset[i] = tx->LeftOffset;
|
|
TopOffset[i] = tx->TopOffset;
|
|
RenderWidth[i] = tx->GetScaledWidth();
|
|
RenderHeight[i] = tx->GetScaledHeight();
|
|
}
|
|
Width[GLUSE_SPRITE] = Width[GLUSE_PATCH];
|
|
Height[GLUSE_SPRITE] = Height[GLUSE_PATCH];
|
|
LeftOffset[GLUSE_SPRITE] = LeftOffset[GLUSE_PATCH];
|
|
TopOffset[GLUSE_SPRITE] = TopOffset[GLUSE_PATCH];
|
|
SpriteU[0] = SpriteV[0] = 0;
|
|
spriteright = SpriteU[1] = Width[GLUSE_PATCH] / (float)FHardwareTexture::GetTexDimension(Width[GLUSE_PATCH]);
|
|
spritebottom = SpriteV[1] = Height[GLUSE_PATCH] / (float)FHardwareTexture::GetTexDimension(Height[GLUSE_PATCH]);
|
|
|
|
mTextureLayers.ShrinkToFit();
|
|
mMaxBound = -1;
|
|
mMaterials.Push(this);
|
|
tx->gl_info.Material = this;
|
|
if (tx->bHasCanvas) tx->gl_info.mIsTransparent = 0;
|
|
tex = tx;
|
|
|
|
tx->gl_info.mExpanded = expanded;
|
|
FTexture *basetex = tx->GetRedirect(gl.shadermodel < 4);
|
|
if (!expanded && !basetex->gl_info.mExpanded)
|
|
{
|
|
// check if the texture is just a simple redirect to a patch
|
|
// If so we should use the patch for texture creation to
|
|
// avoid eventual redundancies.
|
|
// This may only be done if both textures use the same expansion mode
|
|
mBaseLayer = ValidateSysTexture(basetex, false);
|
|
}
|
|
else if (!expanded)
|
|
{
|
|
// if we got a non-expanded texture that redirects to an expanded one
|
|
mBaseLayer = ValidateSysTexture(tx, false);
|
|
}
|
|
else
|
|
{
|
|
// a little adjustment to make sprites look better with texture filtering:
|
|
// create a 1 pixel wide empty frame around them.
|
|
RenderWidth[GLUSE_PATCH]+=2;
|
|
RenderHeight[GLUSE_PATCH]+=2;
|
|
Width[GLUSE_PATCH]+=2;
|
|
Height[GLUSE_PATCH]+=2;
|
|
LeftOffset[GLUSE_PATCH]+=1;
|
|
TopOffset[GLUSE_PATCH]+=1;
|
|
Width[GLUSE_SPRITE] += 2;
|
|
Height[GLUSE_SPRITE] += 2;
|
|
LeftOffset[GLUSE_SPRITE] += 1;
|
|
TopOffset[GLUSE_SPRITE] += 1;
|
|
spriteright = SpriteU[1] = Width[GLUSE_PATCH] / (float)FHardwareTexture::GetTexDimension(Width[GLUSE_PATCH]);
|
|
spritebottom = SpriteV[1] = Height[GLUSE_PATCH] / (float)FHardwareTexture::GetTexDimension(Height[GLUSE_PATCH]);
|
|
|
|
mBaseLayer = ValidateSysTexture(tx, true);
|
|
|
|
if (gl.flags & RFL_NPOT_TEXTURE) // trimming only works if non-power-of-2 textures are supported
|
|
{
|
|
int trim[4];
|
|
|
|
if (TrimBorders(trim))
|
|
{
|
|
Width[GLUSE_SPRITE] = trim[2] + 2;
|
|
Height[GLUSE_SPRITE] = trim[3] + 2;
|
|
LeftOffset[GLUSE_SPRITE] -= trim[0];
|
|
TopOffset[GLUSE_SPRITE] -= trim[1];
|
|
|
|
SpriteU[0] = SpriteU[1] * (trim[0] / (float)Width[GLUSE_PATCH]);
|
|
SpriteV[0] = SpriteV[1] * (trim[1] / (float)Height[GLUSE_PATCH]);
|
|
SpriteU[1] *= (trim[0]+trim[2]+2) / (float)Width[GLUSE_PATCH];
|
|
SpriteV[1] *= (trim[1]+trim[3]+2) / (float)Height[GLUSE_PATCH];
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Destructor
|
|
//
|
|
//===========================================================================
|
|
|
|
FMaterial::~FMaterial()
|
|
{
|
|
for(unsigned i=0;i<mMaterials.Size();i++)
|
|
{
|
|
if (mMaterials[i]==this)
|
|
{
|
|
mMaterials.Delete(i);
|
|
break;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
// Finds gaps in the texture which can be skipped by the renderer
|
|
// This was mainly added to speed up one area in E4M6 of 007LTSD
|
|
//
|
|
//===========================================================================
|
|
|
|
bool FMaterial::TrimBorders(int *rect)
|
|
{
|
|
PalEntry col;
|
|
int w;
|
|
int h;
|
|
|
|
unsigned char *buffer = CreateTexBuffer(CM_DEFAULT, 0, w, h);
|
|
|
|
if (buffer == NULL)
|
|
{
|
|
return false;
|
|
}
|
|
if (w != Width[GLUSE_TEXTURE] || h != Height[GLUSE_TEXTURE])
|
|
{
|
|
// external Hires replacements cannot be trimmed.
|
|
delete [] buffer;
|
|
return false;
|
|
}
|
|
|
|
int size = w*h;
|
|
|
|
int first, last;
|
|
|
|
for(first = 0; first < size; first++)
|
|
{
|
|
if (buffer[first*4+3] != 0) break;
|
|
}
|
|
if (first >= size)
|
|
{
|
|
rect[0] = 0;
|
|
rect[1] = 0;
|
|
rect[2] = 1;
|
|
rect[3] = 1;
|
|
delete [] buffer;
|
|
return true;
|
|
}
|
|
|
|
for(last = size-1; last >= first; last--)
|
|
{
|
|
if (buffer[last*4+3] != 0) break;
|
|
}
|
|
|
|
rect[1] = first / w;
|
|
rect[3] = 1 + last/w - rect[1];
|
|
|
|
rect[0] = 0;
|
|
rect[2] = w;
|
|
|
|
unsigned char *bufferoff = buffer + (rect[1] * w * 4);
|
|
h = rect[3];
|
|
|
|
for(int x = 0; x < w; x++)
|
|
{
|
|
for(int y = 0; y < h; y++)
|
|
{
|
|
if (bufferoff[(x+y*w)*4+3] != 0) goto outl;
|
|
}
|
|
rect[0]++;
|
|
}
|
|
outl:
|
|
rect[2] -= rect[0];
|
|
|
|
for(int x = w-1; rect[2] > 1; x--)
|
|
{
|
|
for(int y = 0; y < h; y++)
|
|
{
|
|
if (bufferoff[(x+y*w)*4+3] != 0)
|
|
{
|
|
delete [] buffer;
|
|
return true;
|
|
}
|
|
}
|
|
rect[2]--;
|
|
}
|
|
delete [] buffer;
|
|
return true;
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
// Binds a texture to the renderer
|
|
//
|
|
//===========================================================================
|
|
|
|
void FMaterial::Bind(int cm, int clampmode, int translation, int overrideshader)
|
|
{
|
|
int usebright = false;
|
|
int shaderindex = overrideshader > 0? overrideshader : mShaderIndex;
|
|
int maxbound = 0;
|
|
bool allowhires = tex->xScale == FRACUNIT && tex->yScale == FRACUNIT;
|
|
|
|
int softwarewarp = gl_RenderState.SetupShader(tex->bHasCanvas, shaderindex, cm, tex->gl_info.shaderspeed);
|
|
|
|
if (tex->bHasCanvas || tex->bWarped) clampmode = 0;
|
|
else if (clampmode != -1) clampmode &= 3;
|
|
else clampmode = 4;
|
|
|
|
const FHardwareTexture *gltexture = mBaseLayer->Bind(0, cm, clampmode, translation, allowhires? tex:NULL, softwarewarp);
|
|
if (gltexture != NULL && shaderindex > 0 && overrideshader == 0)
|
|
{
|
|
for(unsigned i=0;i<mTextureLayers.Size();i++)
|
|
{
|
|
FTexture *layer;
|
|
if (mTextureLayers[i].animated)
|
|
{
|
|
FTextureID id = mTextureLayers[i].texture->GetID();
|
|
layer = TexMan(id);
|
|
ValidateSysTexture(layer, false);
|
|
}
|
|
else
|
|
{
|
|
layer = mTextureLayers[i].texture;
|
|
}
|
|
layer->gl_info.SystemTexture->Bind(i+1, CM_DEFAULT, clampmode, 0, NULL, false);
|
|
maxbound = i+1;
|
|
}
|
|
}
|
|
// unbind everything from the last texture that's still active
|
|
for(int i=maxbound+1; i<=mMaxBound;i++)
|
|
{
|
|
FHardwareTexture::Unbind(i);
|
|
mMaxBound = maxbound;
|
|
}
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
// Binds a texture to the renderer
|
|
//
|
|
//===========================================================================
|
|
|
|
void FMaterial::BindPatch(int cm, int translation, int overrideshader)
|
|
{
|
|
int usebright = false;
|
|
int shaderindex = overrideshader > 0? overrideshader : mShaderIndex;
|
|
int maxbound = 0;
|
|
|
|
int softwarewarp = gl_RenderState.SetupShader(tex->bHasCanvas, shaderindex, cm, tex->gl_info.shaderspeed);
|
|
|
|
const FHardwareTexture *glpatch = mBaseLayer->BindPatch(0, cm, translation, softwarewarp);
|
|
// The only multitexture effect usable on sprites is the brightmap.
|
|
if (glpatch != NULL && shaderindex == 3)
|
|
{
|
|
mTextureLayers[0].texture->gl_info.SystemTexture->BindPatch(1, CM_DEFAULT, 0, 0);
|
|
maxbound = 1;
|
|
}
|
|
// unbind everything from the last texture that's still active
|
|
for(int i=maxbound+1; i<=mMaxBound;i++)
|
|
{
|
|
FHardwareTexture::Unbind(i);
|
|
mMaxBound = maxbound;
|
|
}
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
//
|
|
//
|
|
//===========================================================================
|
|
void FMaterial::Precache()
|
|
{
|
|
if (tex->UseType==FTexture::TEX_Sprite)
|
|
{
|
|
BindPatch(CM_DEFAULT, 0);
|
|
}
|
|
else
|
|
{
|
|
int cached = 0;
|
|
for(int i=0;i<4;i++)
|
|
{
|
|
if (mBaseLayer->gltexture[i] != 0)
|
|
{
|
|
Bind (CM_DEFAULT, i, 0);
|
|
cached++;
|
|
}
|
|
if (cached == 0) Bind(CM_DEFAULT, -1, 0);
|
|
}
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// This function is needed here to temporarily manipulate the texture
|
|
// for per-wall scaling so that the coordinate functions return proper
|
|
// results. Doing this here is much easier than having the calling code
|
|
// make these calculations.
|
|
//
|
|
//===========================================================================
|
|
|
|
void FMaterial::GetTexCoordInfo(FTexCoordInfo *tci, fixed_t x, fixed_t y) const
|
|
{
|
|
if (x == FRACUNIT)
|
|
{
|
|
tci->mRenderWidth = RenderWidth[GLUSE_TEXTURE];
|
|
tci->mScaleX = tex->xScale;
|
|
tci->mTempScaleX = FRACUNIT;
|
|
}
|
|
else
|
|
{
|
|
fixed_t scale_x = FixedMul(x, tex->xScale);
|
|
int foo = (Width[GLUSE_TEXTURE] << 17) / scale_x;
|
|
tci->mRenderWidth = (foo >> 1) + (foo & 1);
|
|
tci->mScaleX = scale_x;
|
|
tci->mTempScaleX = x;
|
|
}
|
|
|
|
if (y == FRACUNIT)
|
|
{
|
|
tci->mRenderHeight = RenderHeight[GLUSE_TEXTURE];
|
|
tci->mScaleY = tex->yScale;
|
|
tci->mTempScaleY = FRACUNIT;
|
|
}
|
|
else
|
|
{
|
|
fixed_t scale_y = FixedMul(y, tex->yScale);
|
|
int foo = (Height[GLUSE_TEXTURE] << 17) / scale_y;
|
|
tci->mRenderHeight = (foo >> 1) + (foo & 1);
|
|
tci->mScaleY = scale_y;
|
|
tci->mTempScaleY = y;
|
|
}
|
|
if (tex->bHasCanvas)
|
|
{
|
|
tci->mScaleY = -tci->mScaleY;
|
|
tci->mRenderHeight = -tci->mRenderHeight;
|
|
}
|
|
tci->mWorldPanning = tex->bWorldPanning;
|
|
tci->mWidth = Width[GLUSE_TEXTURE];
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
//
|
|
//
|
|
//===========================================================================
|
|
|
|
int FMaterial::GetAreas(FloatRect **pAreas) const
|
|
{
|
|
if (mShaderIndex == 0) // texture splitting can only be done if there's no attached effects
|
|
{
|
|
FTexture *tex = mBaseLayer->tex;
|
|
*pAreas = tex->gl_info.areas;
|
|
return tex->gl_info.areacount;
|
|
}
|
|
else
|
|
{
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
//
|
|
//
|
|
//===========================================================================
|
|
|
|
void FMaterial::BindToFrameBuffer()
|
|
{
|
|
if (mBaseLayer->gltexture == NULL)
|
|
{
|
|
// must create the hardware texture first
|
|
mBaseLayer->Bind(0, CM_DEFAULT, 0, 0, NULL, 0);
|
|
FHardwareTexture::Unbind(0);
|
|
}
|
|
mBaseLayer->gltexture[0]->BindToFrameBuffer();
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// GetRect
|
|
//
|
|
//===========================================================================
|
|
|
|
void FMaterial::GetRect(FloatRect * r, ETexUse i) const
|
|
{
|
|
r->left = -GetScaledLeftOffsetFloat(i);
|
|
r->top = -GetScaledTopOffsetFloat(i);
|
|
r->width = GetScaledWidthFloat(i);
|
|
r->height = GetScaledHeightFloat(i);
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// Gets a texture from the texture manager and checks its validity for
|
|
// GL rendering.
|
|
//
|
|
//==========================================================================
|
|
|
|
FMaterial * FMaterial::ValidateTexture(FTexture * tex)
|
|
{
|
|
if (tex && tex->UseType!=FTexture::TEX_Null)
|
|
{
|
|
FMaterial *gltex = tex->gl_info.Material;
|
|
if (gltex == NULL)
|
|
{
|
|
//@sync-tex
|
|
gltex = new FMaterial(tex, false);
|
|
}
|
|
return gltex;
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
FMaterial * FMaterial::ValidateTexture(FTextureID no, bool translate)
|
|
{
|
|
return ValidateTexture(translate? TexMan(no) : TexMan[no]);
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// Flushes all hardware dependent data
|
|
//
|
|
//==========================================================================
|
|
|
|
void FMaterial::FlushAll()
|
|
{
|
|
for(int i=mMaterials.Size()-1;i>=0;i--)
|
|
{
|
|
mMaterials[i]->Clean(true);
|
|
}
|
|
// This is for shader layers. All shader layers must be managed by the texture manager
|
|
// so this will catch everything.
|
|
for(int i=TexMan.NumTextures()-1;i>=0;i--)
|
|
{
|
|
FGLTexture *gltex = TexMan.ByIndex(i)->gl_info.SystemTexture;
|
|
if (gltex != NULL) gltex->Clean(true);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Prints some texture info
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//
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//==========================================================================
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int FGLTexture::Dump(int i)
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{
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int cnt = 0;
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int lump = tex->GetSourceLump();
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Printf(PRINT_LOG, "Texture '%s' (Index %d, Lump %d, Name '%s'):\n", tex->Name, i, lump, Wads.GetLumpFullName(lump));
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if (hirestexture) Printf(PRINT_LOG, "\tHirestexture\n");
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if (glpatch) Printf(PRINT_LOG, "\tPatch\n"),cnt++;
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if (gltexture[0]) Printf(PRINT_LOG, "\tTexture (x:no, y:no )\n"),cnt++;
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if (gltexture[1]) Printf(PRINT_LOG, "\tTexture (x:yes, y:no )\n"),cnt++;
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if (gltexture[2]) Printf(PRINT_LOG, "\tTexture (x:no, y:yes)\n"),cnt++;
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if (gltexture[3]) Printf(PRINT_LOG, "\tTexture (x:yes, y:yes)\n"),cnt++;
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if (gltexture[4]) Printf(PRINT_LOG, "\tTexture precache\n"),cnt++;
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return cnt;
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}
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CCMD(textureinfo)
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{
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int cnth = 0, cntt = 0, pix = 0;
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for(int i=0; i<TexMan.NumTextures(); i++)
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{
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FTexture *tex = TexMan.ByIndex(i);
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FGLTexture *systex = tex->gl_info.SystemTexture;
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if (systex != NULL)
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{
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int cnt = systex->Dump(i);
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cnth+=cnt;
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cntt++;
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pix += cnt * tex->GetWidth() * tex->GetHeight();
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}
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}
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Printf(PRINT_LOG, "%d system textures, %d hardware textures, %d pixels\n", cntt, cnth, pix);
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}
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