2008-01-27 11:25:03 +00:00
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/*
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** gltexture.cpp
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** The texture classes for hardware rendering
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** (Even though they are named 'gl' there is nothing hardware dependent
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2009-09-22 14:48:12 +00:00
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** in this file. That is all encapsulated in the FHardwareTexture class.)
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2008-01-27 11:25:03 +00:00
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**
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**---------------------------------------------------------------------------
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** Copyright 2004-2005 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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2008-03-21 21:15:56 +00:00
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#include "gl/gl_include.h"
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2008-01-27 11:25:03 +00:00
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#include "w_wad.h"
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#include "m_png.h"
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#include "r_draw.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 "stats.h"
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2008-09-15 23:47:00 +00:00
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#include "r_main.h"
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2008-01-27 11:25:03 +00:00
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#include "templates.h"
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#include "sc_man.h"
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2008-04-17 20:58:50 +00:00
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#include "r_translate.h"
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2008-09-15 23:47:00 +00:00
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#include "colormatcher.h"
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2008-01-27 11:25:03 +00:00
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#include "gl/gl_struct.h"
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2009-06-24 21:39:56 +00:00
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#include "gl/common/glc_data.h"
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2008-11-02 23:48:39 +00:00
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#include "gl/gl_intern.h"
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2008-01-27 11:25:03 +00:00
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#include "gl/gl_framebuffer.h"
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2009-06-26 12:37:47 +00:00
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#include "gl/old_renderer/gl1_renderer.h"
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2009-06-23 23:15:20 +00:00
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#include "gl/old_renderer/gl1_texture.h"
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2008-01-27 11:25:03 +00:00
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#include "gl/gl_functions.h"
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2009-06-23 23:15:20 +00:00
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#include "gl/old_renderer/gl1_shader.h"
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2009-06-24 21:57:58 +00:00
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#include "gl/common/glc_translate.h"
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2009-06-23 23:15:20 +00:00
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#include "gl/common/glc_texture.h"
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2008-01-27 11:25:03 +00:00
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EXTERN_CVAR(Bool, gl_render_precise)
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2008-10-31 18:50:35 +00:00
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EXTERN_CVAR(Int, gl_fogmode)
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2008-11-02 09:18:03 +00:00
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EXTERN_CVAR(Int, gl_lightmode)
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2009-06-23 23:15:20 +00:00
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EXTERN_CVAR(Bool, gl_precache)
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EXTERN_CVAR(Bool, gl_texture_usehires)
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2008-01-27 11:25:03 +00:00
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2009-06-23 23:15:20 +00:00
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extern bool HasGlobalBrightmap;
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extern FRemapTable GlobalBrightmap;
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2008-01-27 11:25:03 +00:00
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2009-06-23 23:15:20 +00:00
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namespace GLRendererOld
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2008-01-27 11:25:03 +00:00
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{
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//===========================================================================
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//
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// multi-format pixel copy with colormap application
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// requires one of the previously defined conversion classes to work
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//
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//===========================================================================
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template<class T>
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void iCopyColors(unsigned char * pout, const unsigned char * pin, int cm, int count, int step)
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{
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int i;
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int fac;
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switch(cm)
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{
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case CM_DEFAULT:
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for(i=0;i<count;i++)
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{
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pout[0]=T::R(pin);
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pout[1]=T::G(pin);
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pout[2]=T::B(pin);
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pout[3]=T::A(pin);
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pout+=4;
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pin+=step;
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}
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break;
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case CM_GRAY:
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// this is used for colorization of blood.
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// To get the best results the brightness is taken from
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// the most intense component and not averaged because that would be too dark.
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for(i=0;i<count;i++)
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{
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pout[0] = pout[1] = pout[2] = MAX(MAX(T::R(pin), T::G(pin)), T::B(pin));
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pout[3] = T::A(pin);
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pout+=4;
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pin+=step;
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}
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break;
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case CM_ICE:
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// Create the ice translation table, based on Hexen's.
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// Since this is done in True Color the purplish tint is fully preserved - even in Doom!
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for(i=0;i<count;i++)
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{
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int gray = T::Gray(pin)>>4;
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pout[0] = IcePalette[gray][0];
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pout[1] = IcePalette[gray][1];
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pout[2] = IcePalette[gray][2];
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pout[3] = 255;
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pout+=4;
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pin+=step;
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}
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break;
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2008-01-27 15:34:47 +00:00
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case CM_SHADE:
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// Alpha shade uses the red channel for true color pics
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for(i=0;i<count;i++)
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{
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pout[0] = pout[1] = pout[2] = 255;
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pout[3] = T::R(pin);
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pout+=4;
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pin+=step;
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}
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break;
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2008-01-27 11:25:03 +00:00
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default:
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2009-09-21 20:54:52 +00:00
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if (cm >= CM_FIRSTSPECIALCOLORMAP && cm < CM_FIRSTSPECIALCOLORMAP + SpecialColormaps.Size())
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{
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for(i=0;i<count;i++)
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{
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PalEntry pe = SpecialColormaps[cm - CM_FIRSTSPECIALCOLORMAP].GrayscaleToColor[T::Gray(pin)];
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pout[0] = pe.r;
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pout[1] = pe.g;
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pout[2] = pe.b;
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pout[3] = T::A(pin);
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pout+=4;
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pin+=step;
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}
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}
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else if (cm<=CM_DESAT31)
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2008-01-27 11:25:03 +00:00
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{
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// Desaturated light settings.
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fac=cm-CM_DESAT0;
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for(i=0;i<count;i++)
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{
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gl_Desaturate(T::Gray(pin), T::R(pin), T::G(pin), T::B(pin), pout[0], pout[1], pout[2], fac);
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pout[3] = T::A(pin);
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pout+=4;
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pin+=step;
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}
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}
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break;
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}
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}
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typedef void (*CopyFunc)(unsigned char * pout, const unsigned char * pin, int cm, int count, int step);
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static CopyFunc copyfuncs[]={
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iCopyColors<cRGB>,
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iCopyColors<cRGBA>,
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iCopyColors<cIA>,
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iCopyColors<cCMYK>,
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iCopyColors<cBGR>,
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iCopyColors<cBGRA>,
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iCopyColors<cI16>,
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iCopyColors<cRGB555>,
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iCopyColors<cPalEntry>
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};
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//===========================================================================
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//
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// True Color texture copy function
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// This excludes all the cases that force downconversion to the
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// base palette because they wouldn't be used anyway.
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//
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//===========================================================================
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2008-04-17 20:58:50 +00:00
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void FGLBitmap::CopyPixelDataRGB(int originx, int originy,
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const BYTE * patch, int srcwidth, int srcheight, int step_x, int step_y,
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int rotate, int ct, FCopyInfo *inf)
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2008-01-27 11:25:03 +00:00
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{
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2008-04-17 20:58:50 +00:00
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if (ClipCopyPixelRect(Width, Height, originx, originy, patch, srcwidth, srcheight, step_x, step_y, rotate))
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2008-01-27 11:25:03 +00:00
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{
|
2008-04-17 20:58:50 +00:00
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BYTE *buffer = GetPixels() + 4*originx + Pitch*originy;
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2008-01-27 11:25:03 +00:00
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for (int y=0;y<srcheight;y++)
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{
|
2008-04-17 20:58:50 +00:00
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copyfuncs[ct](&buffer[y*Pitch], &patch[y*step_y], cm, srcwidth, step_x);
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2008-01-27 11:25:03 +00:00
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}
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}
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}
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//===========================================================================
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//
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// Creates one of the special palette translations for the given palette
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//
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//===========================================================================
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void ModifyPalette(PalEntry * pout, PalEntry * pin, int cm, int count)
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{
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int i;
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int fac;
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switch(cm)
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{
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case CM_DEFAULT:
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if (pin != pout)
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memcpy(pout, pin, count * sizeof(PalEntry));
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break;
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case CM_GRAY:
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// this is used for colorization of blood.
|
|
|
|
// To get the best results the brightness is taken from
|
|
|
|
// the most intense component and not averaged because that would be too dark.
|
|
|
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for(i=0;i<count;i++)
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{
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pout[i].r = pout[i].g = pout[i].b = max(max(pin[i].r, pin[i].g), pin[i].b);
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pout[i].a = pin[i].a;
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}
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break;
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case CM_ICE:
|
|
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// Create the ice translation table, based on Hexen's.
|
|
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// Since this is done in True Color the purplish tint is fully preserved - even in Doom!
|
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for(i=0;i<count;i++)
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{
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int gray=(pin[i].r*77 + pin[i].g*143 + pin[i].b*37)>>12;
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pout[i].r = IcePalette[gray][0];
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pout[i].g = IcePalette[gray][1];
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pout[i].b = IcePalette[gray][2];
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pout[i].a = pin[i].a;
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}
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break;
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default:
|
2009-09-21 20:54:52 +00:00
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if (cm >= CM_FIRSTSPECIALCOLORMAP && cm < CM_FIRSTSPECIALCOLORMAP + SpecialColormaps.Size())
|
2008-01-27 11:25:03 +00:00
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{
|
2009-09-21 20:54:52 +00:00
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for(i=0;i<count;i++)
|
2008-01-27 11:25:03 +00:00
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{
|
2009-09-21 20:54:52 +00:00
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int gray = (pin[i].r*77 + pin[i].g*143 + pin[i].b*37) >> 8;
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// This can be done in place so we cannot copy the color directly.
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PalEntry pe = SpecialColormaps[cm - CM_FIRSTSPECIALCOLORMAP].GrayscaleToColor[gray];
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pout[i].r = pe.r;
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pout[i].g = pe.g;
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pout[i].b = pe.b;
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pout[i].a = pin[i].a;
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2008-01-27 11:25:03 +00:00
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}
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|
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}
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|
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else if (cm<=CM_DESAT31)
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|
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{
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// Desaturated light settings.
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fac=cm-CM_DESAT0;
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for(i=0;i<count;i++)
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{
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int gray=(pin[i].r*77 + pin[i].g*143 + pin[i].b*36)>>8;
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gl_Desaturate(gray, pin[i].r, pin[i].g, pin[i].b, pout[i].r, pout[i].g, pout[i].b, fac);
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pout[i].a = pin[i].a;
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}
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}
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else if (pin!=pout)
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{
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memcpy(pout, pin, count * sizeof(PalEntry));
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|
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}
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break;
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}
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}
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//===========================================================================
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//
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// Paletted to True Color texture copy function
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//
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|
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|
//===========================================================================
|
2008-04-17 20:58:50 +00:00
|
|
|
void FGLBitmap::CopyPixelData(int originx, int originy, const BYTE * patch, int srcwidth, int srcheight,
|
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|
int step_x, int step_y, int rotate, PalEntry * palette, FCopyInfo *inf)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
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PalEntry penew[256];
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int x,y,pos,i;
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|
|
|
|
2008-04-17 20:58:50 +00:00
|
|
|
if (ClipCopyPixelRect(Width, Height, originx, originy, patch, srcwidth, srcheight, step_x, step_y, rotate))
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
2008-04-17 20:58:50 +00:00
|
|
|
BYTE *buffer = GetPixels() + 4*originx + Pitch*originy;
|
2008-01-27 11:25:03 +00:00
|
|
|
|
|
|
|
// CM_SHADE is an alpha map with 0==transparent and 1==opaque
|
|
|
|
if (cm == CM_SHADE)
|
|
|
|
{
|
|
|
|
for(int i=0;i<256;i++)
|
|
|
|
{
|
- Fixed: Fog for flooding floor textures into gaps created by missing wall textures
didn't work since a parameter changes necessitated by ZDoom's render style 'enhancement'.
Update to ZDoom r940:
SBarInfo Update #18:
- Simplified the DrawGraphic function in sbarinfo_display.cpp
- Added xOffset, yOffset, and alpha to every drawing function in
sbarinfo_display.cpp. So Strife popups can be handeled better and allow for
other effects (translucent bars?). I'm thinking about making a struct for
these five (also x and y) arguments so that the argument lists don't become a
mess.
- Changed DRAWIMAGE in sbarinfo_display.cpp to not use so many calls to
DrawGraphic.
- DrawKeyBar wasn't using screen->DrawTexture.
- Added a Fade transition for popups. It takes two args fade in rate and fade
out rate. Both are floats (1.0 = 1 tic to complete 0.5 = 2 tics to complete
and so on).
- Added a translucency arg to statusbars. 1.0 = opaque and 0.0 = invisible.
- Fixed: When an instrument's envelope runs out, it does not immediately ramp
to zero. Rather, it lets the remainder of the sample finish playing.
- Fixed: When playing a MIDI file with EMIDI track designations to turn a
track off, any ticks that had only events on the disabled track would cause
the delay for that track to be thrown away, and the following notes on
enabled tracks would play too soon. This could be heard quite clearly in
xplasma.mid, where track 4 (FMGlass Drone 1) would interfere with the timing
of tracks 13 and 14 (EP1 Melody and EP1 Echo).
- Fixed: DFlashFader did some operations in its destructor that had to be moved
to its Destroy method.
- Fixed: Dropped weapons from dying players should not double ammo.
- Fixed: When note_on() is called and another copy of the same note is
already playing on the channel, it should stop it with finish_note(), not
kill_note(). This can be clearly heard in the final cymbal crashes of
D_DM2TTL where TiMidity cuts them off because the final cymbals are played
with a velocity of 1 before the preceding cymbals have finished. (I wonder
if I should be setting the self_nonexclusive flag for GUS patches to
disable even this behavior, though, since gf1note.c doesn't turn off
duplicate notes.)
- Changed envelope handling to hopefully match the GUS player's. The most
egregious mistake TiMidity makes is to treat bit 6 as an envelope enable
bit. This is not what it does; every sample has an envelope. Rather, this
is a "no sampled release" flag. Also, despite fiddling with the
PATCH_SUSTAIN flag during instrument loading, TiMidity never actually
used it. Nor did it do anything at all with the PATCH_FAST_REL flag.
- Fixed: wbstartstruct's lump name fields were only 8 characters long
and not properly zero-terminated when all 8 characters were used.
- Fixed: Local sound sequence definitions caused a crash because a proper
NULL check was missing.
- Added translucent blending modes to FMultipatchTexture (not tested yet!)
- Also changed all true color texture creation functions to use proper alpha
values instead of inverted ones.
- Changed FRemapTable so that all palette entries must contain proper alpha
values.
- Fixed: The F1 screen check in m_menu.cpp was missing a NULL pointer check.
- Changed: The boss brain's explosions play weapons/rocklx which is an
unlimited sound. This can become extremely loud. Replaced with a new
sound which is just an alias to weapons/rocklx but has a limit of 4.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@98 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-25 10:00:54 +00:00
|
|
|
if (palette[i].a != 0)
|
2008-04-25 18:34:45 +00:00
|
|
|
penew[i]=PalEntry(i, 255,255,255);
|
2008-01-27 11:25:03 +00:00
|
|
|
else
|
- Fixed: Fog for flooding floor textures into gaps created by missing wall textures
didn't work since a parameter changes necessitated by ZDoom's render style 'enhancement'.
Update to ZDoom r940:
SBarInfo Update #18:
- Simplified the DrawGraphic function in sbarinfo_display.cpp
- Added xOffset, yOffset, and alpha to every drawing function in
sbarinfo_display.cpp. So Strife popups can be handeled better and allow for
other effects (translucent bars?). I'm thinking about making a struct for
these five (also x and y) arguments so that the argument lists don't become a
mess.
- Changed DRAWIMAGE in sbarinfo_display.cpp to not use so many calls to
DrawGraphic.
- DrawKeyBar wasn't using screen->DrawTexture.
- Added a Fade transition for popups. It takes two args fade in rate and fade
out rate. Both are floats (1.0 = 1 tic to complete 0.5 = 2 tics to complete
and so on).
- Added a translucency arg to statusbars. 1.0 = opaque and 0.0 = invisible.
- Fixed: When an instrument's envelope runs out, it does not immediately ramp
to zero. Rather, it lets the remainder of the sample finish playing.
- Fixed: When playing a MIDI file with EMIDI track designations to turn a
track off, any ticks that had only events on the disabled track would cause
the delay for that track to be thrown away, and the following notes on
enabled tracks would play too soon. This could be heard quite clearly in
xplasma.mid, where track 4 (FMGlass Drone 1) would interfere with the timing
of tracks 13 and 14 (EP1 Melody and EP1 Echo).
- Fixed: DFlashFader did some operations in its destructor that had to be moved
to its Destroy method.
- Fixed: Dropped weapons from dying players should not double ammo.
- Fixed: When note_on() is called and another copy of the same note is
already playing on the channel, it should stop it with finish_note(), not
kill_note(). This can be clearly heard in the final cymbal crashes of
D_DM2TTL where TiMidity cuts them off because the final cymbals are played
with a velocity of 1 before the preceding cymbals have finished. (I wonder
if I should be setting the self_nonexclusive flag for GUS patches to
disable even this behavior, though, since gf1note.c doesn't turn off
duplicate notes.)
- Changed envelope handling to hopefully match the GUS player's. The most
egregious mistake TiMidity makes is to treat bit 6 as an envelope enable
bit. This is not what it does; every sample has an envelope. Rather, this
is a "no sampled release" flag. Also, despite fiddling with the
PATCH_SUSTAIN flag during instrument loading, TiMidity never actually
used it. Nor did it do anything at all with the PATCH_FAST_REL flag.
- Fixed: wbstartstruct's lump name fields were only 8 characters long
and not properly zero-terminated when all 8 characters were used.
- Fixed: Local sound sequence definitions caused a crash because a proper
NULL check was missing.
- Added translucent blending modes to FMultipatchTexture (not tested yet!)
- Also changed all true color texture creation functions to use proper alpha
values instead of inverted ones.
- Changed FRemapTable so that all palette entries must contain proper alpha
values.
- Fixed: The F1 screen check in m_menu.cpp was missing a NULL pointer check.
- Changed: The boss brain's explosions play weapons/rocklx which is an
unlimited sound. This can become extremely loud. Replaced with a new
sound which is just an alias to weapons/rocklx but has a limit of 4.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@98 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-25 10:00:54 +00:00
|
|
|
penew[i]=PalEntry(0,255,255,255); // If the palette contains transparent colors keep them.
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// apply any translation.
|
|
|
|
// The ice and blood color translations are done directly
|
|
|
|
// because that yields better results.
|
|
|
|
switch(translation)
|
|
|
|
{
|
|
|
|
case CM_GRAY:
|
|
|
|
ModifyPalette(penew, palette, CM_GRAY, 256);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case CM_ICE:
|
|
|
|
ModifyPalette(penew, palette, CM_ICE, 256);
|
|
|
|
break;
|
|
|
|
|
|
|
|
default:
|
|
|
|
{
|
|
|
|
PalEntry *ptrans = GLTranslationPalette::GetPalette(translation);
|
|
|
|
if (ptrans)
|
|
|
|
{
|
|
|
|
for(i = 0; i < 256; i++)
|
|
|
|
{
|
|
|
|
penew[i] = (ptrans[i]&0xffffff) | (palette[i]&0xff000000);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
case 0:
|
|
|
|
memcpy(penew, palette, 256*sizeof(PalEntry));
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
if (cm!=0)
|
|
|
|
{
|
|
|
|
// Apply color modifications like invulnerability, desaturation and Boom colormaps
|
|
|
|
ModifyPalette(penew, penew, cm, 256);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// Now penew contains the actual palette that is to be used for creating the image.
|
|
|
|
|
|
|
|
// convert the image according to the translated palette.
|
|
|
|
// Please note that the alpha of the passed palette is inverted. This is
|
|
|
|
// so that the base palette can be used without constantly changing it.
|
|
|
|
// This can also handle full PNG translucency.
|
|
|
|
for (y=0;y<srcheight;y++)
|
|
|
|
{
|
2008-04-17 20:58:50 +00:00
|
|
|
pos=(y*Pitch);
|
2008-01-27 11:25:03 +00:00
|
|
|
for (x=0;x<srcwidth;x++,pos+=4)
|
|
|
|
{
|
|
|
|
int v=(unsigned char)patch[y*step_y+x*step_x];
|
- Fixed: Fog for flooding floor textures into gaps created by missing wall textures
didn't work since a parameter changes necessitated by ZDoom's render style 'enhancement'.
Update to ZDoom r940:
SBarInfo Update #18:
- Simplified the DrawGraphic function in sbarinfo_display.cpp
- Added xOffset, yOffset, and alpha to every drawing function in
sbarinfo_display.cpp. So Strife popups can be handeled better and allow for
other effects (translucent bars?). I'm thinking about making a struct for
these five (also x and y) arguments so that the argument lists don't become a
mess.
- Changed DRAWIMAGE in sbarinfo_display.cpp to not use so many calls to
DrawGraphic.
- DrawKeyBar wasn't using screen->DrawTexture.
- Added a Fade transition for popups. It takes two args fade in rate and fade
out rate. Both are floats (1.0 = 1 tic to complete 0.5 = 2 tics to complete
and so on).
- Added a translucency arg to statusbars. 1.0 = opaque and 0.0 = invisible.
- Fixed: When an instrument's envelope runs out, it does not immediately ramp
to zero. Rather, it lets the remainder of the sample finish playing.
- Fixed: When playing a MIDI file with EMIDI track designations to turn a
track off, any ticks that had only events on the disabled track would cause
the delay for that track to be thrown away, and the following notes on
enabled tracks would play too soon. This could be heard quite clearly in
xplasma.mid, where track 4 (FMGlass Drone 1) would interfere with the timing
of tracks 13 and 14 (EP1 Melody and EP1 Echo).
- Fixed: DFlashFader did some operations in its destructor that had to be moved
to its Destroy method.
- Fixed: Dropped weapons from dying players should not double ammo.
- Fixed: When note_on() is called and another copy of the same note is
already playing on the channel, it should stop it with finish_note(), not
kill_note(). This can be clearly heard in the final cymbal crashes of
D_DM2TTL where TiMidity cuts them off because the final cymbals are played
with a velocity of 1 before the preceding cymbals have finished. (I wonder
if I should be setting the self_nonexclusive flag for GUS patches to
disable even this behavior, though, since gf1note.c doesn't turn off
duplicate notes.)
- Changed envelope handling to hopefully match the GUS player's. The most
egregious mistake TiMidity makes is to treat bit 6 as an envelope enable
bit. This is not what it does; every sample has an envelope. Rather, this
is a "no sampled release" flag. Also, despite fiddling with the
PATCH_SUSTAIN flag during instrument loading, TiMidity never actually
used it. Nor did it do anything at all with the PATCH_FAST_REL flag.
- Fixed: wbstartstruct's lump name fields were only 8 characters long
and not properly zero-terminated when all 8 characters were used.
- Fixed: Local sound sequence definitions caused a crash because a proper
NULL check was missing.
- Added translucent blending modes to FMultipatchTexture (not tested yet!)
- Also changed all true color texture creation functions to use proper alpha
values instead of inverted ones.
- Changed FRemapTable so that all palette entries must contain proper alpha
values.
- Fixed: The F1 screen check in m_menu.cpp was missing a NULL pointer check.
- Changed: The boss brain's explosions play weapons/rocklx which is an
unlimited sound. This can become extremely loud. Replaced with a new
sound which is just an alias to weapons/rocklx but has a limit of 4.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@98 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-25 10:00:54 +00:00
|
|
|
if (penew[v].a!=0)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
- Fixed: Fog for flooding floor textures into gaps created by missing wall textures
didn't work since a parameter changes necessitated by ZDoom's render style 'enhancement'.
Update to ZDoom r940:
SBarInfo Update #18:
- Simplified the DrawGraphic function in sbarinfo_display.cpp
- Added xOffset, yOffset, and alpha to every drawing function in
sbarinfo_display.cpp. So Strife popups can be handeled better and allow for
other effects (translucent bars?). I'm thinking about making a struct for
these five (also x and y) arguments so that the argument lists don't become a
mess.
- Changed DRAWIMAGE in sbarinfo_display.cpp to not use so many calls to
DrawGraphic.
- DrawKeyBar wasn't using screen->DrawTexture.
- Added a Fade transition for popups. It takes two args fade in rate and fade
out rate. Both are floats (1.0 = 1 tic to complete 0.5 = 2 tics to complete
and so on).
- Added a translucency arg to statusbars. 1.0 = opaque and 0.0 = invisible.
- Fixed: When an instrument's envelope runs out, it does not immediately ramp
to zero. Rather, it lets the remainder of the sample finish playing.
- Fixed: When playing a MIDI file with EMIDI track designations to turn a
track off, any ticks that had only events on the disabled track would cause
the delay for that track to be thrown away, and the following notes on
enabled tracks would play too soon. This could be heard quite clearly in
xplasma.mid, where track 4 (FMGlass Drone 1) would interfere with the timing
of tracks 13 and 14 (EP1 Melody and EP1 Echo).
- Fixed: DFlashFader did some operations in its destructor that had to be moved
to its Destroy method.
- Fixed: Dropped weapons from dying players should not double ammo.
- Fixed: When note_on() is called and another copy of the same note is
already playing on the channel, it should stop it with finish_note(), not
kill_note(). This can be clearly heard in the final cymbal crashes of
D_DM2TTL where TiMidity cuts them off because the final cymbals are played
with a velocity of 1 before the preceding cymbals have finished. (I wonder
if I should be setting the self_nonexclusive flag for GUS patches to
disable even this behavior, though, since gf1note.c doesn't turn off
duplicate notes.)
- Changed envelope handling to hopefully match the GUS player's. The most
egregious mistake TiMidity makes is to treat bit 6 as an envelope enable
bit. This is not what it does; every sample has an envelope. Rather, this
is a "no sampled release" flag. Also, despite fiddling with the
PATCH_SUSTAIN flag during instrument loading, TiMidity never actually
used it. Nor did it do anything at all with the PATCH_FAST_REL flag.
- Fixed: wbstartstruct's lump name fields were only 8 characters long
and not properly zero-terminated when all 8 characters were used.
- Fixed: Local sound sequence definitions caused a crash because a proper
NULL check was missing.
- Added translucent blending modes to FMultipatchTexture (not tested yet!)
- Also changed all true color texture creation functions to use proper alpha
values instead of inverted ones.
- Changed FRemapTable so that all palette entries must contain proper alpha
values.
- Fixed: The F1 screen check in m_menu.cpp was missing a NULL pointer check.
- Changed: The boss brain's explosions play weapons/rocklx which is an
unlimited sound. This can become extremely loud. Replaced with a new
sound which is just an alias to weapons/rocklx but has a limit of 4.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@98 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-25 10:00:54 +00:00
|
|
|
buffer[pos] = penew[v].r;
|
|
|
|
buffer[pos+1] = penew[v].g;
|
|
|
|
buffer[pos+2] = penew[v].b;
|
|
|
|
buffer[pos+3] = penew[v].a;
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
- Fixed: Fog for flooding floor textures into gaps created by missing wall textures
didn't work since a parameter changes necessitated by ZDoom's render style 'enhancement'.
Update to ZDoom r940:
SBarInfo Update #18:
- Simplified the DrawGraphic function in sbarinfo_display.cpp
- Added xOffset, yOffset, and alpha to every drawing function in
sbarinfo_display.cpp. So Strife popups can be handeled better and allow for
other effects (translucent bars?). I'm thinking about making a struct for
these five (also x and y) arguments so that the argument lists don't become a
mess.
- Changed DRAWIMAGE in sbarinfo_display.cpp to not use so many calls to
DrawGraphic.
- DrawKeyBar wasn't using screen->DrawTexture.
- Added a Fade transition for popups. It takes two args fade in rate and fade
out rate. Both are floats (1.0 = 1 tic to complete 0.5 = 2 tics to complete
and so on).
- Added a translucency arg to statusbars. 1.0 = opaque and 0.0 = invisible.
- Fixed: When an instrument's envelope runs out, it does not immediately ramp
to zero. Rather, it lets the remainder of the sample finish playing.
- Fixed: When playing a MIDI file with EMIDI track designations to turn a
track off, any ticks that had only events on the disabled track would cause
the delay for that track to be thrown away, and the following notes on
enabled tracks would play too soon. This could be heard quite clearly in
xplasma.mid, where track 4 (FMGlass Drone 1) would interfere with the timing
of tracks 13 and 14 (EP1 Melody and EP1 Echo).
- Fixed: DFlashFader did some operations in its destructor that had to be moved
to its Destroy method.
- Fixed: Dropped weapons from dying players should not double ammo.
- Fixed: When note_on() is called and another copy of the same note is
already playing on the channel, it should stop it with finish_note(), not
kill_note(). This can be clearly heard in the final cymbal crashes of
D_DM2TTL where TiMidity cuts them off because the final cymbals are played
with a velocity of 1 before the preceding cymbals have finished. (I wonder
if I should be setting the self_nonexclusive flag for GUS patches to
disable even this behavior, though, since gf1note.c doesn't turn off
duplicate notes.)
- Changed envelope handling to hopefully match the GUS player's. The most
egregious mistake TiMidity makes is to treat bit 6 as an envelope enable
bit. This is not what it does; every sample has an envelope. Rather, this
is a "no sampled release" flag. Also, despite fiddling with the
PATCH_SUSTAIN flag during instrument loading, TiMidity never actually
used it. Nor did it do anything at all with the PATCH_FAST_REL flag.
- Fixed: wbstartstruct's lump name fields were only 8 characters long
and not properly zero-terminated when all 8 characters were used.
- Fixed: Local sound sequence definitions caused a crash because a proper
NULL check was missing.
- Added translucent blending modes to FMultipatchTexture (not tested yet!)
- Also changed all true color texture creation functions to use proper alpha
values instead of inverted ones.
- Changed FRemapTable so that all palette entries must contain proper alpha
values.
- Fixed: The F1 screen check in m_menu.cpp was missing a NULL pointer check.
- Changed: The boss brain's explosions play weapons/rocklx which is an
unlimited sound. This can become extremely loud. Replaced with a new
sound which is just an alias to weapons/rocklx but has a limit of 4.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@98 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-25 10:00:54 +00:00
|
|
|
/*
|
2008-01-27 11:25:03 +00:00
|
|
|
else if (penew[v].a!=255)
|
|
|
|
{
|
|
|
|
buffer[pos ] = (buffer[pos ] * penew[v].a + penew[v].r * (1-penew[v].a)) / 255;
|
|
|
|
buffer[pos+1] = (buffer[pos+1] * penew[v].a + penew[v].g * (1-penew[v].a)) / 255;
|
|
|
|
buffer[pos+2] = (buffer[pos+2] * penew[v].a + penew[v].b * (1-penew[v].a)) / 255;
|
|
|
|
buffer[pos+3] = clamp<int>(buffer[pos+3] + (( 255-buffer[pos+3]) * (255-penew[v].a))/255, 0, 255);
|
|
|
|
}
|
- Fixed: Fog for flooding floor textures into gaps created by missing wall textures
didn't work since a parameter changes necessitated by ZDoom's render style 'enhancement'.
Update to ZDoom r940:
SBarInfo Update #18:
- Simplified the DrawGraphic function in sbarinfo_display.cpp
- Added xOffset, yOffset, and alpha to every drawing function in
sbarinfo_display.cpp. So Strife popups can be handeled better and allow for
other effects (translucent bars?). I'm thinking about making a struct for
these five (also x and y) arguments so that the argument lists don't become a
mess.
- Changed DRAWIMAGE in sbarinfo_display.cpp to not use so many calls to
DrawGraphic.
- DrawKeyBar wasn't using screen->DrawTexture.
- Added a Fade transition for popups. It takes two args fade in rate and fade
out rate. Both are floats (1.0 = 1 tic to complete 0.5 = 2 tics to complete
and so on).
- Added a translucency arg to statusbars. 1.0 = opaque and 0.0 = invisible.
- Fixed: When an instrument's envelope runs out, it does not immediately ramp
to zero. Rather, it lets the remainder of the sample finish playing.
- Fixed: When playing a MIDI file with EMIDI track designations to turn a
track off, any ticks that had only events on the disabled track would cause
the delay for that track to be thrown away, and the following notes on
enabled tracks would play too soon. This could be heard quite clearly in
xplasma.mid, where track 4 (FMGlass Drone 1) would interfere with the timing
of tracks 13 and 14 (EP1 Melody and EP1 Echo).
- Fixed: DFlashFader did some operations in its destructor that had to be moved
to its Destroy method.
- Fixed: Dropped weapons from dying players should not double ammo.
- Fixed: When note_on() is called and another copy of the same note is
already playing on the channel, it should stop it with finish_note(), not
kill_note(). This can be clearly heard in the final cymbal crashes of
D_DM2TTL where TiMidity cuts them off because the final cymbals are played
with a velocity of 1 before the preceding cymbals have finished. (I wonder
if I should be setting the self_nonexclusive flag for GUS patches to
disable even this behavior, though, since gf1note.c doesn't turn off
duplicate notes.)
- Changed envelope handling to hopefully match the GUS player's. The most
egregious mistake TiMidity makes is to treat bit 6 as an envelope enable
bit. This is not what it does; every sample has an envelope. Rather, this
is a "no sampled release" flag. Also, despite fiddling with the
PATCH_SUSTAIN flag during instrument loading, TiMidity never actually
used it. Nor did it do anything at all with the PATCH_FAST_REL flag.
- Fixed: wbstartstruct's lump name fields were only 8 characters long
and not properly zero-terminated when all 8 characters were used.
- Fixed: Local sound sequence definitions caused a crash because a proper
NULL check was missing.
- Added translucent blending modes to FMultipatchTexture (not tested yet!)
- Also changed all true color texture creation functions to use proper alpha
values instead of inverted ones.
- Changed FRemapTable so that all palette entries must contain proper alpha
values.
- Fixed: The F1 screen check in m_menu.cpp was missing a NULL pointer check.
- Changed: The boss brain's explosions play weapons/rocklx which is an
unlimited sound. This can become extremely loud. Replaced with a new
sound which is just an alias to weapons/rocklx but has a limit of 4.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@98 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-25 10:00:54 +00:00
|
|
|
*/
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// The GL texture maintenance class
|
|
|
|
//
|
|
|
|
//===========================================================================
|
2008-02-25 11:47:19 +00:00
|
|
|
TArray<FGLTexture *> FGLTexture::gltextures;
|
2008-01-27 11:25:03 +00:00
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// Constructor
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
FGLTexture::FGLTexture(FTexture * tx)
|
|
|
|
{
|
|
|
|
tex = tx;
|
|
|
|
|
|
|
|
glpatch=NULL;
|
|
|
|
gltexture=NULL;
|
|
|
|
|
|
|
|
HiresLump=-1;
|
|
|
|
hirestexture = NULL;
|
|
|
|
|
|
|
|
createWarped = false;
|
|
|
|
|
|
|
|
bHasColorkey = false;
|
|
|
|
|
2009-06-07 16:43:13 +00:00
|
|
|
tempScaleX = tempScaleY = FRACUNIT;
|
|
|
|
|
2008-04-20 10:26:25 +00:00
|
|
|
for (int i=GLUSE_PATCH; i<=GLUSE_TEXTURE; i++)
|
|
|
|
{
|
|
|
|
Width[i] = tex->GetWidth();
|
|
|
|
Height[i] = tex->GetHeight();
|
|
|
|
LeftOffset[i] = tex->LeftOffset;
|
|
|
|
TopOffset[i] = tex->TopOffset;
|
|
|
|
RenderWidth[i] = tex->GetScaledWidth();
|
|
|
|
RenderHeight[i] = tex->GetScaledHeight();
|
|
|
|
}
|
2008-01-27 11:25:03 +00:00
|
|
|
|
|
|
|
scalex = tex->xScale/(float)FRACUNIT;
|
|
|
|
scaley = tex->yScale/(float)FRACUNIT;
|
|
|
|
|
|
|
|
// a little adjustment to make sprites look better with texture filtering:
|
|
|
|
// create a 1 pixel wide empty frame around them.
|
|
|
|
if (tex->UseType == FTexture::TEX_Sprite ||
|
|
|
|
tex->UseType == FTexture::TEX_SkinSprite ||
|
|
|
|
tex->UseType == FTexture::TEX_Decal)
|
|
|
|
{
|
2009-06-02 17:41:17 +00:00
|
|
|
if (!tex->bWarped)
|
|
|
|
{
|
|
|
|
RenderWidth[GLUSE_PATCH]+=2;
|
|
|
|
RenderHeight[GLUSE_PATCH]+=2;
|
|
|
|
Width[GLUSE_PATCH]+=2;
|
|
|
|
Height[GLUSE_PATCH]+=2;
|
|
|
|
LeftOffset[GLUSE_PATCH]+=1;
|
|
|
|
TopOffset[GLUSE_PATCH]+=1;
|
|
|
|
}
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
bIsTransparent = -1;
|
|
|
|
|
|
|
|
if (tex->bHasCanvas) scaley=-scaley;
|
|
|
|
|
2008-02-25 11:47:19 +00:00
|
|
|
index = gltextures.Push(this);
|
2008-01-27 11:25:03 +00:00
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// Destructor
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
FGLTexture::~FGLTexture()
|
|
|
|
{
|
|
|
|
Clean(true);
|
|
|
|
if (hirestexture) delete hirestexture;
|
2009-07-12 09:24:39 +00:00
|
|
|
if (tex != NULL && tex->gl_info.RenderTexture == this) tex->gl_info.RenderTexture = NULL;
|
2008-01-27 11:25:03 +00:00
|
|
|
|
2008-02-25 11:47:19 +00:00
|
|
|
for(unsigned i=0;i<gltextures.Size();i++)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
2008-02-25 11:47:19 +00:00
|
|
|
if (gltextures[i]==this)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
2008-02-25 11:47:19 +00:00
|
|
|
gltextures.Delete(i);
|
2008-01-27 11:25:03 +00:00
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2009-06-07 16:43:13 +00:00
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// Sets a temporary scaling factor for this texture
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
void FGLTexture::SetWallScaling(fixed_t x, fixed_t y)
|
|
|
|
{
|
|
|
|
if (x != tempScaleX)
|
|
|
|
{
|
|
|
|
fixed_t scale_x = FixedMul(x, tex->xScale);
|
|
|
|
int foo = (Width[GLUSE_TEXTURE] << 17) / scale_x;
|
|
|
|
RenderWidth[GLUSE_TEXTURE] = (foo >> 1) + (foo & 1);
|
|
|
|
scalex = scale_x/(float)FRACUNIT;
|
|
|
|
tempScaleX = x;
|
|
|
|
}
|
|
|
|
if (y != tempScaleY)
|
|
|
|
{
|
|
|
|
fixed_t scale_y = FixedMul(y, tex->yScale);
|
|
|
|
int foo = (Width[GLUSE_TEXTURE] << 17) / scaley;
|
|
|
|
RenderHeight[GLUSE_TEXTURE] = (foo >> 1) + (foo & 1);
|
|
|
|
scaley = scale_y/(float)FRACUNIT;
|
|
|
|
tempScaleY = y;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
fixed_t FGLTexture::RowOffset(fixed_t rowoffset) const
|
|
|
|
{
|
|
|
|
if (tempScaleX == FRACUNIT)
|
|
|
|
{
|
|
|
|
if (scaley==1.f || tex->bWorldPanning) return rowoffset;
|
|
|
|
else return quickertoint(rowoffset/scaley);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (tex->bWorldPanning) return FixedDiv(rowoffset, tempScaleY);
|
|
|
|
else return quickertoint(rowoffset/scaley);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
fixed_t FGLTexture::TextureOffset(fixed_t textureoffset) const
|
|
|
|
{
|
|
|
|
if (tempScaleX == FRACUNIT)
|
|
|
|
{
|
|
|
|
if (scalex==1.f || tex->bWorldPanning) return textureoffset;
|
|
|
|
else return quickertoint(textureoffset/scalex);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (tex->bWorldPanning) return FixedDiv(textureoffset, tempScaleX);
|
|
|
|
else return quickertoint(textureoffset/scalex);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// Returns the size for which texture offset coordinates are used.
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
fixed_t FGLTexture::TextureAdjustWidth(ETexUse i) const
|
|
|
|
{
|
|
|
|
if (tex->bWorldPanning)
|
|
|
|
{
|
|
|
|
if (i == GLUSE_PATCH || tempScaleX == FRACUNIT) return RenderWidth[i];
|
|
|
|
else return FixedDiv(Width[i], tempScaleX);
|
|
|
|
}
|
|
|
|
else return Width[i];
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2008-01-27 11:25:03 +00:00
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// GetRect
|
|
|
|
//
|
|
|
|
//===========================================================================
|
2009-06-07 16:43:13 +00:00
|
|
|
|
2009-07-12 21:48:28 +00:00
|
|
|
void FGLTexture::GetRect(FloatRect * r, FGLTexture::ETexUse i) const
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
2008-04-20 10:26:25 +00:00
|
|
|
r->left=-(float)GetScaledLeftOffset(i);
|
|
|
|
r->top=-(float)GetScaledTopOffset(i);
|
|
|
|
r->width=(float)TextureWidth(i);
|
|
|
|
r->height=(float)TextureHeight(i);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
|
2009-06-23 23:15:20 +00:00
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// Checks for the presence of a hires texture replacement and loads it
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
unsigned char *FGLTexture::LoadHiresTexture(int *width, int *height, int cm)
|
|
|
|
{
|
|
|
|
if (HiresLump==-1)
|
|
|
|
{
|
|
|
|
bHasColorkey = false;
|
|
|
|
HiresLump = CheckDDPK3(tex);
|
|
|
|
if (HiresLump < 0) HiresLump = CheckExternalFile(tex, bHasColorkey);
|
|
|
|
|
|
|
|
if (HiresLump >=0)
|
|
|
|
{
|
|
|
|
hirestexture = FTexture::CreateTexture(HiresLump, FTexture::TEX_Any);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (hirestexture != NULL)
|
|
|
|
{
|
|
|
|
int w=hirestexture->GetWidth();
|
|
|
|
int h=hirestexture->GetHeight();
|
|
|
|
|
|
|
|
unsigned char * buffer=new unsigned char[w*(h+1)*4];
|
|
|
|
memset(buffer, 0, w * (h+1) * 4);
|
|
|
|
|
|
|
|
FGLBitmap bmp(buffer, w*4, w, h);
|
|
|
|
bmp.SetTranslationInfo(cm);
|
|
|
|
|
|
|
|
|
|
|
|
int trans = hirestexture->CopyTrueColorPixels(&bmp, 0, 0);
|
2009-07-12 21:48:28 +00:00
|
|
|
tex->CheckTrans(buffer, w*h, trans);
|
|
|
|
bIsTransparent = tex->gl_info.mIsTransparent;
|
2009-06-23 23:15:20 +00:00
|
|
|
|
|
|
|
if (bHasColorkey)
|
|
|
|
{
|
|
|
|
// This is a crappy Doomsday color keyed image
|
|
|
|
// We have to remove the key manually. :(
|
|
|
|
DWORD * dwdata=(DWORD*)buffer;
|
|
|
|
for (int i=(w*h);i>0;i--)
|
|
|
|
{
|
|
|
|
if (dwdata[i]==0xffffff00 || dwdata[i]==0xffff00ff) dwdata[i]=0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
*width = w;
|
|
|
|
*height = h;
|
|
|
|
return buffer;
|
|
|
|
}
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
2008-01-27 11:25:03 +00:00
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// Deletes all allocated resources
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
void FGLTexture::Clean(bool all)
|
|
|
|
{
|
|
|
|
WorldTextureInfo::Clean(all);
|
|
|
|
PatchTextureInfo::Clean(all);
|
|
|
|
createWarped = false;
|
|
|
|
}
|
|
|
|
|
2008-08-14 19:10:59 +00:00
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// FGLTexture::WarpBuffer
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
BYTE *FGLTexture::WarpBuffer(BYTE *buffer, int Width, int Height, int warp)
|
|
|
|
{
|
|
|
|
DWORD *in = (DWORD*)buffer;
|
|
|
|
DWORD *out = (DWORD*)new BYTE[4*Width*Height];
|
|
|
|
float Speed = static_cast<FWarpTexture*>(tex)->GetSpeed();
|
|
|
|
|
|
|
|
static_cast<FWarpTexture*>(tex)->GenTime = r_FrameTime;
|
|
|
|
|
|
|
|
static DWORD linebuffer[256]; // anything larger will bring down performance so it is excluded above.
|
|
|
|
DWORD timebase = DWORD(r_FrameTime*Speed*23/28);
|
|
|
|
int xsize = Width;
|
|
|
|
int ysize = Height;
|
|
|
|
int xmask = xsize - 1;
|
|
|
|
int ymask = ysize - 1;
|
|
|
|
int ds_xbits;
|
|
|
|
int i,x;
|
|
|
|
|
|
|
|
if (warp == 1)
|
|
|
|
{
|
|
|
|
for(ds_xbits=-1,i=Width; i; i>>=1, ds_xbits++);
|
|
|
|
|
|
|
|
for (x = xsize-1; x >= 0; x--)
|
|
|
|
{
|
|
|
|
int yt, yf = (finesine[(timebase+(x+17)*128)&FINEMASK]>>13) & ymask;
|
|
|
|
const DWORD *source = in + x;
|
|
|
|
DWORD *dest = out + x;
|
|
|
|
for (yt = ysize; yt; yt--, yf = (yf+1)&ymask, dest += xsize)
|
|
|
|
{
|
|
|
|
*dest = *(source+(yf<<ds_xbits));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
timebase = DWORD(r_FrameTime*Speed*32/28);
|
|
|
|
int y;
|
|
|
|
for (y = ysize-1; y >= 0; y--)
|
|
|
|
{
|
|
|
|
int xt, xf = (finesine[(timebase+y*128)&FINEMASK]>>13) & xmask;
|
|
|
|
DWORD *source = out + (y<<ds_xbits);
|
|
|
|
DWORD *dest = linebuffer;
|
|
|
|
for (xt = xsize; xt; xt--, xf = (xf+1)&xmask)
|
|
|
|
{
|
|
|
|
*dest++ = *(source+xf);
|
|
|
|
}
|
|
|
|
memcpy (out+y*xsize, linebuffer, xsize*sizeof(DWORD));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
int ybits;
|
|
|
|
for(ybits=-1,i=ysize; i; i>>=1, ybits++);
|
|
|
|
|
|
|
|
DWORD timebase = (r_FrameTime * Speed * 40 / 28);
|
|
|
|
for (x = xsize-1; x >= 0; x--)
|
|
|
|
{
|
|
|
|
for (int y = ysize-1; y >= 0; y--)
|
|
|
|
{
|
|
|
|
int xt = (x + 128
|
|
|
|
+ ((finesine[(y*128 + timebase*5 + 900) & 8191]*2)>>FRACBITS)
|
|
|
|
+ ((finesine[(x*256 + timebase*4 + 300) & 8191]*2)>>FRACBITS)) & xmask;
|
|
|
|
int yt = (y + 128
|
|
|
|
+ ((finesine[(y*128 + timebase*3 + 700) & 8191]*2)>>FRACBITS)
|
|
|
|
+ ((finesine[(x*256 + timebase*4 + 1200) & 8191]*2)>>FRACBITS)) & ymask;
|
|
|
|
const DWORD *source = in + (xt << ybits) + yt;
|
|
|
|
DWORD *dest = out + (x << ybits) + y;
|
|
|
|
*dest = *source;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
delete [] buffer;
|
|
|
|
return (BYTE*)out;
|
|
|
|
}
|
|
|
|
|
2008-01-27 11:25:03 +00:00
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// Initializes the buffer for the texture data
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
2008-04-20 10:26:25 +00:00
|
|
|
unsigned char * FGLTexture::CreateTexBuffer(ETexUse use, int _cm, int translation, int & w, int & h, bool allowhires)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
unsigned char * buffer;
|
|
|
|
intptr_t cm = _cm;
|
2008-04-20 10:26:25 +00:00
|
|
|
int W, H;
|
2008-01-27 11:25:03 +00:00
|
|
|
|
|
|
|
|
|
|
|
// Textures that are already scaled in the texture lump will not get replaced
|
|
|
|
// by hires textures
|
|
|
|
if (gl_texture_usehires && allowhires && scalex==1.f && scaley==1.f)
|
|
|
|
{
|
2008-04-17 20:58:50 +00:00
|
|
|
buffer = LoadHiresTexture (&w, &h, _cm);
|
2008-01-27 11:25:03 +00:00
|
|
|
if (buffer)
|
|
|
|
{
|
|
|
|
return buffer;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2008-04-20 10:26:25 +00:00
|
|
|
W = w = Width[use];
|
|
|
|
H = h = Height[use];
|
2008-01-27 11:25:03 +00:00
|
|
|
|
2008-04-17 20:58:50 +00:00
|
|
|
|
2008-04-20 10:26:25 +00:00
|
|
|
buffer=new unsigned char[W*(H+1)*4];
|
|
|
|
memset(buffer, 0, W * (H+1) * 4);
|
2008-01-27 11:25:03 +00:00
|
|
|
|
2008-04-20 10:26:25 +00:00
|
|
|
FGLBitmap bmp(buffer, W*4, W, H);
|
2008-04-17 20:58:50 +00:00
|
|
|
bmp.SetTranslationInfo(cm, translation);
|
|
|
|
|
|
|
|
if (tex->bComplex)
|
|
|
|
{
|
|
|
|
FBitmap imgCreate;
|
|
|
|
|
|
|
|
// The texture contains special processing so it must be composited using with the
|
|
|
|
// base bitmap class and then be converted as a whole.
|
2008-04-20 10:26:25 +00:00
|
|
|
if (imgCreate.Create(W, H))
|
2008-04-17 20:58:50 +00:00
|
|
|
{
|
2008-04-20 10:26:25 +00:00
|
|
|
memset(imgCreate.GetPixels(), 0, W * H * 4);
|
2008-04-17 20:58:50 +00:00
|
|
|
int trans =
|
2008-04-20 10:26:25 +00:00
|
|
|
tex->CopyTrueColorPixels(&imgCreate, GetLeftOffset(use) - tex->LeftOffset, GetTopOffset(use) - tex->TopOffset);
|
|
|
|
bmp.CopyPixelDataRGB(0, 0, imgCreate.GetPixels(), W, H, 4, W * 4, 0, CF_BGRA);
|
2009-07-12 21:48:28 +00:00
|
|
|
tex->CheckTrans(buffer, W*H, trans);
|
|
|
|
bIsTransparent = tex->gl_info.mIsTransparent;
|
2008-04-17 20:58:50 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (translation<=0)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
int trans =
|
2008-04-20 10:26:25 +00:00
|
|
|
tex->CopyTrueColorPixels(&bmp, GetLeftOffset(use) - tex->LeftOffset, GetTopOffset(use) - tex->TopOffset);
|
2008-01-27 11:25:03 +00:00
|
|
|
|
2009-07-12 21:48:28 +00:00
|
|
|
tex->CheckTrans(buffer, W*H, trans);
|
|
|
|
bIsTransparent = tex->gl_info.mIsTransparent;
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// When using translations everything must be mapped to the base palette.
|
|
|
|
// Since FTexture's method is doing exactly that by calling GetPixels let's use that here
|
|
|
|
// to do all the dirty work for us. ;)
|
2008-04-20 10:26:25 +00:00
|
|
|
tex->FTexture::CopyTrueColorPixels(&bmp, GetLeftOffset(use) - tex->LeftOffset, GetTopOffset(use) - tex->TopOffset);
|
2009-07-12 21:48:28 +00:00
|
|
|
bIsTransparent = 0;
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
|
2009-06-23 23:15:20 +00:00
|
|
|
// [BB] The hqnx upsampling (not the scaleN one) destroys partial transparency, don't upsamle textures using it.
|
|
|
|
if ( bIsTransparent != 1 )
|
|
|
|
{
|
|
|
|
// [BB] Potentially upsample the buffer.
|
|
|
|
buffer = gl_CreateUpsampledTextureBuffer ( tex, buffer, W, H, w, h );
|
|
|
|
}
|
2008-12-28 13:27:13 +00:00
|
|
|
|
2008-08-14 19:10:59 +00:00
|
|
|
if ((!(gl.flags & RFL_GLSL) || !gl_warp_shader) && tex->bWarped && W <= 256 && H <= 256)
|
|
|
|
{
|
|
|
|
buffer = WarpBuffer(buffer, W, H, tex->bWarped);
|
|
|
|
createWarped = true;
|
|
|
|
}
|
|
|
|
|
2008-01-27 11:25:03 +00:00
|
|
|
return buffer;
|
|
|
|
}
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// Gets texture coordinate info for world (wall/flat) textures
|
|
|
|
// The wrapper class is there to provide a set of coordinate
|
|
|
|
// functions to access the texture
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
const WorldTextureInfo * FGLTexture::GetWorldTextureInfo()
|
|
|
|
{
|
|
|
|
|
|
|
|
if (tex->UseType==FTexture::TEX_Null) return NULL; // Cannot register a NULL texture!
|
2009-09-22 14:48:12 +00:00
|
|
|
if (!gltexture) gltexture=new FHardwareTexture(Width[GLUSE_TEXTURE], Height[GLUSE_TEXTURE], true, true);
|
2008-01-27 11:25:03 +00:00
|
|
|
if (gltexture) return (WorldTextureInfo*)this;
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// Gets texture coordinate info for sprites
|
|
|
|
// The wrapper class is there to provide a set of coordinate
|
|
|
|
// functions to access the texture
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
const PatchTextureInfo * FGLTexture::GetPatchTextureInfo()
|
|
|
|
{
|
|
|
|
if (tex->UseType==FTexture::TEX_Null) return NULL; // Cannot register a NULL texture!
|
|
|
|
if (!glpatch)
|
|
|
|
{
|
2009-09-22 14:48:12 +00:00
|
|
|
glpatch=new FHardwareTexture(Width[GLUSE_PATCH], Height[GLUSE_PATCH], false, false);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
if (glpatch) return (PatchTextureInfo*)this;
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
2008-11-01 17:36:19 +00:00
|
|
|
//===========================================================================
|
|
|
|
//
|
2008-12-28 13:27:13 +00:00
|
|
|
// Checks if a shader needs to be used for this texture
|
2008-11-01 17:36:19 +00:00
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
2008-11-03 18:33:40 +00:00
|
|
|
void FGLTexture::SetupShader(int clampmode, int warped, int &cm, int translation)
|
|
|
|
{
|
|
|
|
bool usebright;
|
|
|
|
|
|
|
|
if (gl.flags & RFL_GLSL)
|
|
|
|
{
|
2009-07-11 07:06:31 +00:00
|
|
|
if (tex->gl_info.bBrightmapChecked == 0)
|
2008-11-03 18:33:40 +00:00
|
|
|
{
|
2009-07-11 07:06:31 +00:00
|
|
|
tex->CreateDefaultBrightmap();
|
2008-11-03 18:33:40 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
FTexture *brightmap = tex->gl_info.Brightmap;
|
|
|
|
if (brightmap && gl_brightmap_shader && translation >= 0 &&
|
|
|
|
cm >= CM_DEFAULT && cm <= CM_DESAT31 && gl_brightmapenabled)
|
|
|
|
{
|
|
|
|
FGLTexture *bmgltex = FGLTexture::ValidateTexture(brightmap);
|
|
|
|
if (clampmode != -1) bmgltex->Bind(1, CM_DEFAULT, clampmode, 0);
|
|
|
|
else bmgltex->BindPatch(1, CM_DEFAULT, 0);
|
|
|
|
usebright = true;
|
|
|
|
}
|
2009-08-08 19:56:45 +00:00
|
|
|
else
|
|
|
|
{
|
2009-09-22 14:48:12 +00:00
|
|
|
FHardwareTexture::Unbind(1);
|
2009-08-08 19:56:45 +00:00
|
|
|
usebright = false;
|
|
|
|
}
|
2008-11-03 18:33:40 +00:00
|
|
|
|
2009-09-21 20:54:52 +00:00
|
|
|
bool usecmshader = (tex->bHasCanvas || gl_colormap_shader) &&
|
|
|
|
cm > CM_DEFAULT && cm < CM_FIRSTSPECIALCOLORMAP + SpecialColormaps.Size() &&
|
|
|
|
cm != CM_SHADE && gl_texturemode != TM_MASK;
|
2008-11-03 18:33:40 +00:00
|
|
|
|
|
|
|
float warptime = warped? static_cast<FWarpTexture*>(tex)->GetSpeed() : 0.f;
|
|
|
|
gl_SetTextureShader(warped, usecmshader? cm : CM_DEFAULT, usebright, warptime);
|
|
|
|
if (usecmshader) cm = CM_DEFAULT;
|
|
|
|
}
|
|
|
|
}
|
2008-11-01 17:36:19 +00:00
|
|
|
|
2008-01-27 11:25:03 +00:00
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// Binds a texture to the renderer
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
2008-11-03 18:33:40 +00:00
|
|
|
const WorldTextureInfo * FGLTexture::Bind(int texunit, int cm, int clampmode, int translation)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
2008-11-02 23:48:39 +00:00
|
|
|
int usebright = false;
|
2008-01-27 11:25:03 +00:00
|
|
|
|
2009-06-24 21:57:58 +00:00
|
|
|
if (translation <= 0) translation = -translation;
|
|
|
|
else if (translation == TRANSLATION(TRANSLATION_Standard, 8)) translation = CM_GRAY;
|
|
|
|
else if (translation == TRANSLATION(TRANSLATION_Standard, 7)) translation = CM_ICE;
|
|
|
|
else translation = GLTranslationPalette::GetInternalTranslation(translation);
|
2008-01-27 11:25:03 +00:00
|
|
|
|
|
|
|
if (GetWorldTextureInfo())
|
|
|
|
{
|
|
|
|
if (texunit == 0)
|
|
|
|
{
|
2008-11-03 18:33:40 +00:00
|
|
|
int warped = gl_warp_shader? tex->bWarped : 0;
|
2008-11-02 23:48:39 +00:00
|
|
|
|
2008-11-03 18:33:40 +00:00
|
|
|
SetupShader(clampmode, warped, cm, translation);
|
2008-01-27 11:25:03 +00:00
|
|
|
|
2008-11-03 18:33:40 +00:00
|
|
|
if (warped == 0)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
2008-11-03 18:33:40 +00:00
|
|
|
// If this is a warped texture that needs updating
|
|
|
|
// delete all system textures created for this
|
|
|
|
if (tex->CheckModified() && !tex->bHasCanvas && HiresLump<0 && HiresLump!=-2)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
2008-11-03 18:33:40 +00:00
|
|
|
gltexture->Clean(true);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
}
|
2008-11-03 18:33:40 +00:00
|
|
|
else if (createWarped)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
2008-11-03 18:33:40 +00:00
|
|
|
Clean(true);
|
|
|
|
GetWorldTextureInfo();
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Bind it to the system.
|
2008-01-27 15:34:47 +00:00
|
|
|
// clamping in x-direction may cause problems when rendering segs
|
|
|
|
if (!gltexture->Bind(texunit, cm, translation, gl_render_precise? clampmode&GLT_CLAMPY : clampmode))
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
int w,h;
|
|
|
|
|
|
|
|
// Create this texture
|
2008-04-20 10:26:25 +00:00
|
|
|
unsigned char * buffer = CreateTexBuffer(GLUSE_TEXTURE, cm, translation, w, h);
|
2008-01-27 11:25:03 +00:00
|
|
|
|
2009-07-12 21:48:28 +00:00
|
|
|
tex->ProcessData(buffer, w, h, false);
|
2008-01-27 11:25:03 +00:00
|
|
|
if (!gltexture->CreateTexture(buffer, w, h, true, texunit, cm, translation))
|
|
|
|
{
|
|
|
|
// could not create texture
|
|
|
|
delete buffer;
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
delete buffer;
|
|
|
|
}
|
2008-01-27 23:11:51 +00:00
|
|
|
if (texunit == 0) gltexture->SetTextureClamp(gl_render_precise? clampmode&GLT_CLAMPY : clampmode);
|
2008-01-27 11:25:03 +00:00
|
|
|
|
|
|
|
if (tex->bHasCanvas) static_cast<FCanvasTexture*>(tex)->NeedUpdate();
|
|
|
|
return (WorldTextureInfo*)this;
|
|
|
|
}
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
2008-11-03 18:33:40 +00:00
|
|
|
const WorldTextureInfo * FGLTexture::Bind(int cm, int clampmode, int translation)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
2008-11-03 18:33:40 +00:00
|
|
|
return Bind(0, cm, clampmode, translation);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// Binds a sprite to the renderer
|
|
|
|
//
|
|
|
|
//===========================================================================
|
2008-11-03 18:33:40 +00:00
|
|
|
const PatchTextureInfo * FGLTexture::BindPatch(int texunit, int cm, int translation)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
bool usebright = false;
|
|
|
|
int transparm = translation;
|
|
|
|
|
2009-06-24 21:57:58 +00:00
|
|
|
if (translation <= 0) translation = -translation;
|
|
|
|
else if (translation == TRANSLATION(TRANSLATION_Standard, 8)) translation = CM_GRAY;
|
|
|
|
else if (translation == TRANSLATION(TRANSLATION_Standard, 7)) translation = CM_ICE;
|
|
|
|
else translation = GLTranslationPalette::GetInternalTranslation(translation);
|
2008-01-27 11:25:03 +00:00
|
|
|
|
|
|
|
if (GetPatchTextureInfo())
|
|
|
|
{
|
|
|
|
if (texunit == 0)
|
|
|
|
{
|
2008-11-03 18:33:40 +00:00
|
|
|
int warped = gl_warp_shader? tex->bWarped : 0;
|
2008-01-27 11:25:03 +00:00
|
|
|
|
2008-11-03 18:33:40 +00:00
|
|
|
SetupShader(-1, warped, cm, translation);
|
2008-01-27 11:25:03 +00:00
|
|
|
|
2008-11-03 18:33:40 +00:00
|
|
|
if (warped == 0)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
2008-11-03 18:33:40 +00:00
|
|
|
// If this is a warped texture that needs updating
|
|
|
|
// delete all system textures created for this
|
|
|
|
if (tex->CheckModified() && !tex->bHasCanvas && HiresLump<0 && HiresLump!=-2)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
2008-11-03 18:33:40 +00:00
|
|
|
glpatch->Clean(true);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
}
|
2008-11-03 18:33:40 +00:00
|
|
|
else if (createWarped)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
2008-11-03 18:33:40 +00:00
|
|
|
Clean(true);
|
|
|
|
GetPatchTextureInfo();
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Bind it to the system. For multitexturing this
|
|
|
|
// should be the only thing that needs adjusting
|
2008-01-27 15:34:47 +00:00
|
|
|
if (!glpatch->Bind(texunit, cm, translation, -1))
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
int w, h;
|
|
|
|
|
|
|
|
// Create this texture
|
2008-04-20 10:26:25 +00:00
|
|
|
unsigned char * buffer = CreateTexBuffer(GLUSE_PATCH, cm, translation, w, h, false);
|
2009-07-12 21:48:28 +00:00
|
|
|
tex->ProcessData(buffer, w, h, true);
|
2008-01-27 11:25:03 +00:00
|
|
|
if (!glpatch->CreateTexture(buffer, w, h, false, texunit, cm, translation))
|
|
|
|
{
|
|
|
|
// could not create texture
|
|
|
|
delete buffer;
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
delete buffer;
|
|
|
|
}
|
|
|
|
if (gl_render_precise)
|
|
|
|
{
|
|
|
|
gl.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
|
|
gl.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
|
|
}
|
|
|
|
return (PatchTextureInfo*)this;
|
|
|
|
}
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
2008-11-03 18:33:40 +00:00
|
|
|
const PatchTextureInfo * FGLTexture::BindPatch(int cm, int translation)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
2008-11-03 18:33:40 +00:00
|
|
|
return BindPatch(0, cm, translation);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// Flushes all hardware dependent data
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
void FGLTexture::FlushAll()
|
|
|
|
{
|
2008-02-25 11:47:19 +00:00
|
|
|
for(int i=gltextures.Size()-1;i>=0;i--)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
2008-02-25 11:47:19 +00:00
|
|
|
gltextures[i]->Clean(true);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
Update to ZDoom r1146 (warning: massive changes ahead!)
- Removed DECORATE's ParseClass because it was only used to add data to fully
internal actor classes which no longer exist.
- Changed the state structure so that the Tics value doesn't need to be hacked
into misc1 with SF_BIGTIC anymore.
- Changed sprite processing so that sprite names are converted to indices
during parsing so that an additional postprocessing step is no longer needed.
- Fixed: Sprite names in DECORATE were case sensitive.
- Exported AActor's defaults to DECORATE and removed all code for the
internal property parser which is no longer needed.
- Converted the Heresiarch to DECORATE.
- Added an Active and Inactive state for monsters.
- Made the speed a parameter to A_RaiseMobj and A_SinkMobj and deleted
GetRaiseSpeed and GetSinkSpeed.
- Added some remaining DECORATE conversions for Hexen by Karate Chris.
- Changed Windows to use the performance counter instead of rdtsc.
- Changed Linux to use clock_gettime for profiling instead of rdtsc. This
avoids potential erroneous results on multicore and variable speed
processors.
- Converted the last of Hexen's inventory items to DECORATE so that I could
export AInventory.
- Removed AT_GAME_SET because it's no longer used anywhere.
- Converted the last remaining global classes to DECORATE.
- Fixed: Inventory.PickupFlash requires an class name as parameter not an
integer. Some Hexen definitions got it wrong.
- Converted Hexen's Pig to DECORATE.
- Replaced the ActorInfo definitions of all internal inventory classes with
DECORATE definitions.
- Added option to specify a powerup's duration in second by using a negative
number.
- Added Gez's Freedoom detection patch.
- SBARINFO update:
* Added: The ability to have drawkeybar auto detect spacing.
* Added: Offset parameter to drawkeybar to allow two key bars with
different keys.
* Added: Multi-row/column keybar parameters. Spacing can also be auto.
These defualt to left to right/top to bottom but can be switched.
* Added: Drawshadow flag to drawnumber. This will draw a solid color and
translucent number under the normal number.
* Added: hexenarmor to drawimage. This takes a parameter for a hexen
armor type and will fade the image like the hexen status bar.
* Added: centerbottom offset to draw(switchable)image.
* Added: translucent flag to drawinventorybar.
* Fixed: Accidentally removed flag from DrawTexture that allowed negative
coordinates to work with fullscreenoffsets. Hopefully this is the last
major bug in the fullscreenoffsets system.
- Ported vlinetallasm4 to AMD64 assembly. Even with the increased number of
registers AMD64 provides, this routine still needs to be written as self-
modifying code for maximum performance. The additional registers do allow
for further optimization over the x86 version by allowing all four pixels
to be in flight at the same time. The end result is that AMD64 ASM is about
2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM.
(For further comparison, AMD64 C and x86 C are practically the same for
this function.) Should I port any more assembly to AMD64, mvlineasm4 is the
most likely candidate, but it's not used enough at this point to bother.
Also, this may or may not work with Linux at the moment, since it doesn't
have the eh_handler metadata. Win64 is easier, since I just need to
structure the function prologue and epilogue properly and use some
assembler directives/macros to automatically generate the metadata. And
that brings up another point: You need YASM to assemble the AMD64 code,
because NASM doesn't support the Win64 metadata directives.
- Replaced the ActorInfo definitions of several internal classes with DECORATE definitions
- Converted teleport fog and destinations to DECORATE.
- AActor::PreExplode is gone now that the last item that was using it has been converted.
- Converted the Sigil and the remaining things in a_strifeitems.cpp to DECORATE.
- Exported Point pushers, CustomSprite and AmbientSound to DECORATE.
- Changed increased lightning damage for Centaurs into a damage factor.
- Changed PoisonCloud and Lightning special treatment in P_DamageMobj to use damage
types instead to keep dependencies on specific actor types out of the main engine code.
- Added Korax DECORATE conversion by Gez and a few others by Karate Chris.
- Removed FourthWeaponClass and based Hexen's fourth weapons on the generic weapon
pieces.
- Added DECORATE conversions for Hexen's Fighter weapons by Karate Chris.
- Added aWeaponGiver class to generalize the standing AssaultGun.
- converted a_Strifeweapons.cpp to DECORATE, except for the Sigil.
- Added an SSE version of DoBlending. This is strictly C intrinsics.
VC++ still throws around unneccessary register moves. GCC seems to be
pretty close to optimal, requiring only about 2 cycles/color. They're
both faster than my hand-written MMX routine, so I don't need to feel
bad about not hand-optimizing this for x64 builds.
- Removed an extra instruction from DoBlending_MMX, transposed two
instructions, and unrolled it once, shaving off about 80 cycles from the
time required to blend 256 palette entries. Why? Because I tried writing
a C version of the routine using compiler intrinsics and was appalled by
all the extra movq's VC++ added to the code. GCC was better, but still
generated extra instructions. I only wanted a C version because I can't
use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit
of a pain. (It's a pain because Linux and Windows have different calling
conventions, and you need to maintain extra metadata for functions.) So,
the assembly version stays and the C version stays out.
- Converted the rest of a_strifestuff.cpp to DECORATE.
- Fixed: AStalker::CheckMeleeRange did not perform all checks of AActor::CheckMeleeRange.
I replaced this virtual override with a new flag MF5_NOVERTICALMELEERANGE so that
this feature can also be used by other actors.
- Converted Strife's Stalker to DECORATE.
- Converted ArtiTeleport to DECORATE.
- Removed the NoBlockingSet method from AActor because everything using it has been
converted to DECORATE using DropItem instead.
- Changed: Macil doesn't need the StrifeHumanoid's special death states so he might
as well inherit directly from AActor.
- Converted Strife's Coin, Oracle, Macil and StrifeHumanoid to DECORATE. Also moved
the burning hand states to StrifePlayer where they really belong.
- Added Gez's dropammofactor submission with some necessary changes. Also merged
redundant ammo multiplication code from P_DropItem and ADehackedPickup::TryPickup.
- Restricted native action function definitions to zdoom.pk3.
- Fixed. The Firedemon was missing a game filter.
- Added: disablegrin, disableouch, disablepain, and disablerampage flags to
drawmugshot.
- Fixed: LowerHealthCap did not work properly.
- Fixed: Various bugs I noticed in the fullscreenoffsets code.
- Removed all the pixel doubling r_detail modes, since the one platform they
were intended to assist (486) actually sees very little benefit from them.
- Rewrote CheckMMX in C and renamed it to CheckCPU.
- Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache
only for AMD processors, so we must not use it on other architectures, or
we end up overwriting the L1 cache line size with 0 or some other number
we don't actually understand.
- The x87 precision control is now explicitly set for double precision, since
GCC defaults to extended precision instead, unlike Visual C++.
- Converted Strife's Programmer, Loremaster and Thingstoblowup to DECORATE.
- Fixed: Attacking a merchant in Strife didn't alert the enemies.
- Removed AT_GAME_SET(PowerInvulnerable) due to the problems it caused. The two
occurences in the code that depended on it were changed accordingly.
Invulnerability colormaps are now being set by the items exclusively.
- Changed many checks for the friendly Minotaur to a new flag MF5_SUMMONEDMONSTER
so that it can hopefully be generalized to be usable elsewhere later.
- Added Gez's submission for converting the Minotaur to DECORATE.
- Fixed a few minor DECORATE bugs.
- Changed coordinate storage for EntityBoss so that it works properly even
when the pod is not used to spawn it.
- Converted Strife's Spectres and Entity to DECORATE.
- Added: fullscreenoffsets flag for status bars. This changes the coordinate
system to be relative to the top left corner of the screen. This is useful
for full screen status bars.
- Changed: drawinventorybar will use the width of artibox or invcurs (strife)
to determine the spacing. Let me know if this breaks any released mods.
- Fixed: If a status bar height of 0 was specified in SBarInfo the wrong bar
would be shown.
- Fixed: If a static inventory bar was used the user still had to press invuse
in order to get rid of the "overlay".
- Fixed: forcescaled would not work if the height of the bar was 0.
- Added: keyslot to drawswitchableimage.
- Fixed: The transition effects for the log and keys popups were switched.
- Converted Strife's Crusader, Inquisitor and spectral missiles to
DECORATE.
- Converted Strife's Acolytes, Rebels, Sentinel, Reaver and Templar to
DECORATE.
- Added DECORATE conversions for Hexen's Cleric weapons by Karate Chris.
- Added a check to Zipdir that excludes files with a .orig extension. These
can be left behind by patch.exe and create problems.
- fixed: Unmorphing from chicken caused a crash when reading non-existent
meta-data strings.
- Converted the ScriptedMarines to DECORATE.
- Fixed: DLightTransfer and DWallLightTransfer were declared as actors.
- Converted the PhoenixRod and associated classes to DECORATE to make
the Heretic conversion complete.
- Converted the Minotaur's projectiles to DECORATE so that I can get
rid of the AT_SPEED_SET code.
- Converted Heretic's Blaster and SkullRod to DECORATE.
- Converted the mace and all related actors to DECORATE and generalized
the spawn function that only spawns one mace per level.
- Moved Mace respawning code into AInventory so that it works properly
for replacement actors.
- Added more DECORATE conversions by Karate Chris.
- Cleaned up the new bridge code and exported all related actors to
DECORATE so that the exported code pointers can be used.
- Separated Heretic's and Hexen's invulnerability items for stability
reasons.
- Fixed spurious warnings on 32-bit VC++ debug builds.
- Made the subsong (order) number a proper parameter to MusInfo::Play()
instead of requiring a separate SetPosition() call to do it.
- Added Gez's submission for custom bridge things.
- Fixed: ASpecialSpot must check the array's size before dividing by it.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@151 b0f79afe-0144-0410-b225-9a4edf0717df
2008-08-10 15:12:58 +00:00
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// Deletes all hardware dependent data
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
void FGLTexture::DeleteAll()
|
|
|
|
{
|
|
|
|
for(int i=gltextures.Size()-1;i>=0;i--)
|
|
|
|
{
|
2008-11-01 11:34:06 +00:00
|
|
|
delete gltextures[i];
|
Update to ZDoom r1146 (warning: massive changes ahead!)
- Removed DECORATE's ParseClass because it was only used to add data to fully
internal actor classes which no longer exist.
- Changed the state structure so that the Tics value doesn't need to be hacked
into misc1 with SF_BIGTIC anymore.
- Changed sprite processing so that sprite names are converted to indices
during parsing so that an additional postprocessing step is no longer needed.
- Fixed: Sprite names in DECORATE were case sensitive.
- Exported AActor's defaults to DECORATE and removed all code for the
internal property parser which is no longer needed.
- Converted the Heresiarch to DECORATE.
- Added an Active and Inactive state for monsters.
- Made the speed a parameter to A_RaiseMobj and A_SinkMobj and deleted
GetRaiseSpeed and GetSinkSpeed.
- Added some remaining DECORATE conversions for Hexen by Karate Chris.
- Changed Windows to use the performance counter instead of rdtsc.
- Changed Linux to use clock_gettime for profiling instead of rdtsc. This
avoids potential erroneous results on multicore and variable speed
processors.
- Converted the last of Hexen's inventory items to DECORATE so that I could
export AInventory.
- Removed AT_GAME_SET because it's no longer used anywhere.
- Converted the last remaining global classes to DECORATE.
- Fixed: Inventory.PickupFlash requires an class name as parameter not an
integer. Some Hexen definitions got it wrong.
- Converted Hexen's Pig to DECORATE.
- Replaced the ActorInfo definitions of all internal inventory classes with
DECORATE definitions.
- Added option to specify a powerup's duration in second by using a negative
number.
- Added Gez's Freedoom detection patch.
- SBARINFO update:
* Added: The ability to have drawkeybar auto detect spacing.
* Added: Offset parameter to drawkeybar to allow two key bars with
different keys.
* Added: Multi-row/column keybar parameters. Spacing can also be auto.
These defualt to left to right/top to bottom but can be switched.
* Added: Drawshadow flag to drawnumber. This will draw a solid color and
translucent number under the normal number.
* Added: hexenarmor to drawimage. This takes a parameter for a hexen
armor type and will fade the image like the hexen status bar.
* Added: centerbottom offset to draw(switchable)image.
* Added: translucent flag to drawinventorybar.
* Fixed: Accidentally removed flag from DrawTexture that allowed negative
coordinates to work with fullscreenoffsets. Hopefully this is the last
major bug in the fullscreenoffsets system.
- Ported vlinetallasm4 to AMD64 assembly. Even with the increased number of
registers AMD64 provides, this routine still needs to be written as self-
modifying code for maximum performance. The additional registers do allow
for further optimization over the x86 version by allowing all four pixels
to be in flight at the same time. The end result is that AMD64 ASM is about
2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM.
(For further comparison, AMD64 C and x86 C are practically the same for
this function.) Should I port any more assembly to AMD64, mvlineasm4 is the
most likely candidate, but it's not used enough at this point to bother.
Also, this may or may not work with Linux at the moment, since it doesn't
have the eh_handler metadata. Win64 is easier, since I just need to
structure the function prologue and epilogue properly and use some
assembler directives/macros to automatically generate the metadata. And
that brings up another point: You need YASM to assemble the AMD64 code,
because NASM doesn't support the Win64 metadata directives.
- Replaced the ActorInfo definitions of several internal classes with DECORATE definitions
- Converted teleport fog and destinations to DECORATE.
- AActor::PreExplode is gone now that the last item that was using it has been converted.
- Converted the Sigil and the remaining things in a_strifeitems.cpp to DECORATE.
- Exported Point pushers, CustomSprite and AmbientSound to DECORATE.
- Changed increased lightning damage for Centaurs into a damage factor.
- Changed PoisonCloud and Lightning special treatment in P_DamageMobj to use damage
types instead to keep dependencies on specific actor types out of the main engine code.
- Added Korax DECORATE conversion by Gez and a few others by Karate Chris.
- Removed FourthWeaponClass and based Hexen's fourth weapons on the generic weapon
pieces.
- Added DECORATE conversions for Hexen's Fighter weapons by Karate Chris.
- Added aWeaponGiver class to generalize the standing AssaultGun.
- converted a_Strifeweapons.cpp to DECORATE, except for the Sigil.
- Added an SSE version of DoBlending. This is strictly C intrinsics.
VC++ still throws around unneccessary register moves. GCC seems to be
pretty close to optimal, requiring only about 2 cycles/color. They're
both faster than my hand-written MMX routine, so I don't need to feel
bad about not hand-optimizing this for x64 builds.
- Removed an extra instruction from DoBlending_MMX, transposed two
instructions, and unrolled it once, shaving off about 80 cycles from the
time required to blend 256 palette entries. Why? Because I tried writing
a C version of the routine using compiler intrinsics and was appalled by
all the extra movq's VC++ added to the code. GCC was better, but still
generated extra instructions. I only wanted a C version because I can't
use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit
of a pain. (It's a pain because Linux and Windows have different calling
conventions, and you need to maintain extra metadata for functions.) So,
the assembly version stays and the C version stays out.
- Converted the rest of a_strifestuff.cpp to DECORATE.
- Fixed: AStalker::CheckMeleeRange did not perform all checks of AActor::CheckMeleeRange.
I replaced this virtual override with a new flag MF5_NOVERTICALMELEERANGE so that
this feature can also be used by other actors.
- Converted Strife's Stalker to DECORATE.
- Converted ArtiTeleport to DECORATE.
- Removed the NoBlockingSet method from AActor because everything using it has been
converted to DECORATE using DropItem instead.
- Changed: Macil doesn't need the StrifeHumanoid's special death states so he might
as well inherit directly from AActor.
- Converted Strife's Coin, Oracle, Macil and StrifeHumanoid to DECORATE. Also moved
the burning hand states to StrifePlayer where they really belong.
- Added Gez's dropammofactor submission with some necessary changes. Also merged
redundant ammo multiplication code from P_DropItem and ADehackedPickup::TryPickup.
- Restricted native action function definitions to zdoom.pk3.
- Fixed. The Firedemon was missing a game filter.
- Added: disablegrin, disableouch, disablepain, and disablerampage flags to
drawmugshot.
- Fixed: LowerHealthCap did not work properly.
- Fixed: Various bugs I noticed in the fullscreenoffsets code.
- Removed all the pixel doubling r_detail modes, since the one platform they
were intended to assist (486) actually sees very little benefit from them.
- Rewrote CheckMMX in C and renamed it to CheckCPU.
- Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache
only for AMD processors, so we must not use it on other architectures, or
we end up overwriting the L1 cache line size with 0 or some other number
we don't actually understand.
- The x87 precision control is now explicitly set for double precision, since
GCC defaults to extended precision instead, unlike Visual C++.
- Converted Strife's Programmer, Loremaster and Thingstoblowup to DECORATE.
- Fixed: Attacking a merchant in Strife didn't alert the enemies.
- Removed AT_GAME_SET(PowerInvulnerable) due to the problems it caused. The two
occurences in the code that depended on it were changed accordingly.
Invulnerability colormaps are now being set by the items exclusively.
- Changed many checks for the friendly Minotaur to a new flag MF5_SUMMONEDMONSTER
so that it can hopefully be generalized to be usable elsewhere later.
- Added Gez's submission for converting the Minotaur to DECORATE.
- Fixed a few minor DECORATE bugs.
- Changed coordinate storage for EntityBoss so that it works properly even
when the pod is not used to spawn it.
- Converted Strife's Spectres and Entity to DECORATE.
- Added: fullscreenoffsets flag for status bars. This changes the coordinate
system to be relative to the top left corner of the screen. This is useful
for full screen status bars.
- Changed: drawinventorybar will use the width of artibox or invcurs (strife)
to determine the spacing. Let me know if this breaks any released mods.
- Fixed: If a status bar height of 0 was specified in SBarInfo the wrong bar
would be shown.
- Fixed: If a static inventory bar was used the user still had to press invuse
in order to get rid of the "overlay".
- Fixed: forcescaled would not work if the height of the bar was 0.
- Added: keyslot to drawswitchableimage.
- Fixed: The transition effects for the log and keys popups were switched.
- Converted Strife's Crusader, Inquisitor and spectral missiles to
DECORATE.
- Converted Strife's Acolytes, Rebels, Sentinel, Reaver and Templar to
DECORATE.
- Added DECORATE conversions for Hexen's Cleric weapons by Karate Chris.
- Added a check to Zipdir that excludes files with a .orig extension. These
can be left behind by patch.exe and create problems.
- fixed: Unmorphing from chicken caused a crash when reading non-existent
meta-data strings.
- Converted the ScriptedMarines to DECORATE.
- Fixed: DLightTransfer and DWallLightTransfer were declared as actors.
- Converted the PhoenixRod and associated classes to DECORATE to make
the Heretic conversion complete.
- Converted the Minotaur's projectiles to DECORATE so that I can get
rid of the AT_SPEED_SET code.
- Converted Heretic's Blaster and SkullRod to DECORATE.
- Converted the mace and all related actors to DECORATE and generalized
the spawn function that only spawns one mace per level.
- Moved Mace respawning code into AInventory so that it works properly
for replacement actors.
- Added more DECORATE conversions by Karate Chris.
- Cleaned up the new bridge code and exported all related actors to
DECORATE so that the exported code pointers can be used.
- Separated Heretic's and Hexen's invulnerability items for stability
reasons.
- Fixed spurious warnings on 32-bit VC++ debug builds.
- Made the subsong (order) number a proper parameter to MusInfo::Play()
instead of requiring a separate SetPosition() call to do it.
- Added Gez's submission for custom bridge things.
- Fixed: ASpecialSpot must check the array's size before dividing by it.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@151 b0f79afe-0144-0410-b225-9a4edf0717df
2008-08-10 15:12:58 +00:00
|
|
|
}
|
|
|
|
gltextures.Clear();
|
|
|
|
}
|
|
|
|
|
2008-01-27 11:25:03 +00:00
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// Gets a texture from the texture manager and checks its validity for
|
|
|
|
// GL rendering.
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
FGLTexture * FGLTexture::ValidateTexture(FTexture * tex)
|
|
|
|
{
|
|
|
|
if (tex && tex->UseType!=FTexture::TEX_Null)
|
|
|
|
{
|
2009-07-12 09:24:39 +00:00
|
|
|
FGLTexture *gltex = static_cast<FGLTexture*>(tex->gl_info.RenderTexture);
|
2008-11-01 11:34:06 +00:00
|
|
|
if (gltex == NULL)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
2008-11-01 11:34:06 +00:00
|
|
|
gltex = new FGLTexture(tex);
|
2009-07-12 09:24:39 +00:00
|
|
|
tex->gl_info.RenderTexture = gltex;
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
return gltex;
|
|
|
|
}
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
2008-06-28 13:29:59 +00:00
|
|
|
FGLTexture * FGLTexture::ValidateTexture(FTextureID no, bool translate)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
return FGLTexture::ValidateTexture(translate? TexMan(no) : TexMan[no]);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2009-06-23 23:15:20 +00:00
|
|
|
}
|