mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-18 08:22:36 +00:00
551691f42a
With the software renderer not being used for 2D anymore it would be quite annoying if every texture class had to implement these. If done properly, the SW renderer should actually be forced to dynamic_cast any texture to a FWorldTexture before using this stuff, but that'd be some pointless overhead better saved.
128 lines
4 KiB
C++
128 lines
4 KiB
C++
//
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// 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_interface.h"
|
|
#include "gl/system/gl_debug.h"
|
|
#include "gl/data/gl_vertexbuffer.h"
|
|
#include "gl/shaders/gl_shader.h"
|
|
#include "gl/renderer/gl_renderstate.h"
|
|
#include "v_palette.h"
|
|
#include "v_video.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:
|
|
FHardwareTexture *hwtex;
|
|
|
|
FSWSceneTexture(int w, int h, int bits)
|
|
{
|
|
Width = w;
|
|
Height = h;
|
|
WidthBits = bits;
|
|
UseType = ETextureType::SWCanvas;
|
|
|
|
hwtex = new FHardwareTexture(true);
|
|
new FGLTexture(this, hwtex);
|
|
}
|
|
|
|
// 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->hwtex == 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->hwtex->AllocateBuffer(screen->GetWidth(), screen->GetHeight(), V_IsTrueColor() ? 4 : 1);
|
|
auto mat = FMaterial::ValidateTexture(FBTexture, false);
|
|
mat->AddTextureLayer(PaletteTexture);
|
|
}
|
|
auto buf = FBTexture->hwtex->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->hwtex->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);
|
|
}
|