2013-06-23 07:49:34 +00:00
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/*
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** gltexture.cpp
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** Low level OpenGL texture handling. These classes are also
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** containers for the various translations a texture can have.
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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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** 5. Full disclosure of the entire project's source code, except for third
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** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "gl/system/gl_system.h"
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#include "templates.h"
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#include "m_crc32.h"
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#include "c_cvars.h"
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#include "c_dispatch.h"
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#include "v_palette.h"
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2013-09-03 16:29:39 +00:00
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#include "gl/system/gl_interface.h"
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2013-06-23 07:49:34 +00:00
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#include "gl/system/gl_cvars.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/textures/gl_material.h"
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extern TexFilter_s TexFilter[];
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extern int TexFormat[];
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//===========================================================================
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//
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// Static texture data
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//
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//===========================================================================
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unsigned int FHardwareTexture::lastbound[FHardwareTexture::MAX_TEXTURES];
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//===========================================================================
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//
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// STATIC - Gets the maximum size of hardware textures
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//
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//===========================================================================
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int FHardwareTexture::GetTexDimension(int value)
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{
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if (value > gl.max_texturesize) return gl.max_texturesize;
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2014-04-06 12:35:44 +00:00
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return value;
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2013-06-23 07:49:34 +00:00
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}
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2014-04-15 09:59:41 +00:00
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//===========================================================================
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//
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// Quick'n dirty image rescaling.
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//
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// This will only be used when the source texture is larger than
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// what the hardware can manage (extremely rare in Doom)
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//
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// Code taken from wxWidgets
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//
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//===========================================================================
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struct BoxPrecalc
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{
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int boxStart;
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int boxEnd;
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};
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static void ResampleBoxPrecalc(TArray<BoxPrecalc>& boxes, int oldDim)
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{
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int newDim = boxes.Size();
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const double scale_factor_1 = double(oldDim) / newDim;
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const int scale_factor_2 = (int)(scale_factor_1 / 2);
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for (int dst = 0; dst < newDim; ++dst)
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{
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// Source pixel in the Y direction
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const int src_p = int(dst * scale_factor_1);
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BoxPrecalc& precalc = boxes[dst];
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precalc.boxStart = clamp<int>(int(src_p - scale_factor_1 / 2.0 + 1), 0, oldDim - 1);
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precalc.boxEnd = clamp<int>(MAX<int>(precalc.boxStart + 1, int(src_p + scale_factor_2)), 0, oldDim - 1);
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}
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}
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void FHardwareTexture::Resize(int width, int height, unsigned char *src_data, unsigned char *dst_data)
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{
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// This function implements a simple pre-blur/box averaging method for
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// downsampling that gives reasonably smooth results To scale the image
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// down we will need to gather a grid of pixels of the size of the scale
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// factor in each direction and then do an averaging of the pixels.
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TArray<BoxPrecalc> vPrecalcs(height);
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TArray<BoxPrecalc> hPrecalcs(width);
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ResampleBoxPrecalc(vPrecalcs, texheight);
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ResampleBoxPrecalc(hPrecalcs, texwidth);
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int averaged_pixels, averaged_alpha, src_pixel_index;
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double sum_r, sum_g, sum_b, sum_a;
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for (int y = 0; y < height; y++) // Destination image - Y direction
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{
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// Source pixel in the Y direction
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const BoxPrecalc& vPrecalc = vPrecalcs[y];
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for (int x = 0; x < width; x++) // Destination image - X direction
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{
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// Source pixel in the X direction
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const BoxPrecalc& hPrecalc = hPrecalcs[x];
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// Box of pixels to average
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averaged_pixels = 0;
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averaged_alpha = 0;
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sum_r = sum_g = sum_b = sum_a = 0.0;
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for (int j = vPrecalc.boxStart; j <= vPrecalc.boxEnd; ++j)
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{
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for (int i = hPrecalc.boxStart; i <= hPrecalc.boxEnd; ++i)
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{
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// Calculate the actual index in our source pixels
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src_pixel_index = j * texwidth + i;
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int a = src_data[src_pixel_index * 4 + 3];
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if (a > 0) // do not use color from fully transparent pixels
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{
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sum_r += src_data[src_pixel_index * 4 + 0];
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sum_g += src_data[src_pixel_index * 4 + 1];
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sum_b += src_data[src_pixel_index * 4 + 2];
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sum_a += a;
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averaged_pixels++;
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}
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averaged_alpha++;
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}
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}
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// Calculate the average from the sum and number of averaged pixels
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dst_data[0] = (unsigned char)xs_CRoundToInt(sum_r / averaged_pixels);
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dst_data[1] = (unsigned char)xs_CRoundToInt(sum_g / averaged_pixels);
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dst_data[2] = (unsigned char)xs_CRoundToInt(sum_b / averaged_pixels);
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dst_data[3] = (unsigned char)xs_CRoundToInt(sum_a / averaged_alpha);
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dst_data += 4;
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}
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}
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}
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2013-06-23 07:49:34 +00:00
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//===========================================================================
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//
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// Loads the texture image into the hardware
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//
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// NOTE: For some strange reason I was unable to find the source buffer
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// should be one line higher than the actual texture. I got extremely
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// strange crashes deep inside the GL driver when I didn't do it!
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//
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//===========================================================================
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void FHardwareTexture::LoadImage(unsigned char * buffer,int w, int h, unsigned int & glTexID,int wrapparam, bool alphatexture, int texunit)
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{
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int rh,rw;
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int texformat=TexFormat[gl_texture_format];
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bool deletebuffer=false;
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bool use_mipmapping = TexFilter[gl_texture_filter].mipmapping;
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2014-06-21 10:52:19 +00:00
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if (alphatexture)
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{
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- decided to restrict the 2.0 beta to OpenGL 4.x with GL_ARB_buffer_storage extension and removed all code for supporting older versions.
Sadly, anything else makes no sense.
All the recently made changes live or die, depending on this extension's presence.
Without it, there are major performance issues with the buffer uploads. All of the traditional buffer upload methods are without exception horrendously slow, especially in the context of a Doom engine where frequent small updates are required.
It could be solved with a complete restructuring of the engine, of course, but that's hardly worth the effort, considering it's only for legacy hardware whose market share will inevitably shrink considerably over the next years.
And even then, under the best circumstances I'd still get the same performance as the old immediate mode renderer in GZDoom 1.x and still couldn't implement the additions I'd like to make.
So, since I need to keep GZDoom 1.x around anyway for older GL 2.x hardware, it may as well serve for 3.x hardware, too. It's certainly less work than constantly trying to find workarounds for the older hardware's limitations that cost more time than working on future-proofing the engine.
This new, trimmed down 4.x renderer runs on a core profile configuration and uses persistently mapped buffers for nearly everything that is getting transferred to the GPU. (The global uniforms are still being used as such but they'll be phased out after the first beta release.
2014-08-01 20:42:39 +00:00
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texformat = GL_R8;
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2014-06-21 10:52:19 +00:00
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}
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else if (forcenocompression)
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{
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texformat = GL_RGBA8;
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}
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2013-09-03 12:05:41 +00:00
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if (glTexID==0) glGenTextures(1,&glTexID);
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glBindTexture(GL_TEXTURE_2D, glTexID);
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2013-06-23 07:49:34 +00:00
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lastbound[texunit]=glTexID;
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if (!buffer)
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{
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w=texwidth;
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h=abs(texheight);
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rw = GetTexDimension (w);
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rh = GetTexDimension (h);
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// The texture must at least be initialized if no data is present.
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mipmap=false;
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buffer=(unsigned char *)calloc(4,rw * (rh+1));
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deletebuffer=true;
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//texheight=-h;
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}
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else
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{
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rw = GetTexDimension (w);
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rh = GetTexDimension (h);
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2014-04-06 12:35:44 +00:00
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if (rw < w || rh < h)
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2013-06-23 07:49:34 +00:00
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{
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2014-04-06 12:35:44 +00:00
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// The texture is larger than what the hardware can handle so scale it down.
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2013-06-23 07:49:34 +00:00
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unsigned char * scaledbuffer=(unsigned char *)calloc(4,rw * (rh+1));
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if (scaledbuffer)
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{
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2014-04-15 09:59:41 +00:00
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Resize(rw, rh, buffer, scaledbuffer);
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2013-06-23 07:49:34 +00:00
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deletebuffer=true;
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buffer=scaledbuffer;
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}
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}
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}
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2013-09-03 12:05:41 +00:00
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glTexImage2D(GL_TEXTURE_2D, 0, texformat, rw, rh, 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
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2013-06-23 07:49:34 +00:00
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if (deletebuffer) free(buffer);
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2014-06-21 14:41:45 +00:00
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if (mipmap && use_mipmapping && !forcenofiltering) glGenerateMipmap(GL_TEXTURE_2D);
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- decided to restrict the 2.0 beta to OpenGL 4.x with GL_ARB_buffer_storage extension and removed all code for supporting older versions.
Sadly, anything else makes no sense.
All the recently made changes live or die, depending on this extension's presence.
Without it, there are major performance issues with the buffer uploads. All of the traditional buffer upload methods are without exception horrendously slow, especially in the context of a Doom engine where frequent small updates are required.
It could be solved with a complete restructuring of the engine, of course, but that's hardly worth the effort, considering it's only for legacy hardware whose market share will inevitably shrink considerably over the next years.
And even then, under the best circumstances I'd still get the same performance as the old immediate mode renderer in GZDoom 1.x and still couldn't implement the additions I'd like to make.
So, since I need to keep GZDoom 1.x around anyway for older GL 2.x hardware, it may as well serve for 3.x hardware, too. It's certainly less work than constantly trying to find workarounds for the older hardware's limitations that cost more time than working on future-proofing the engine.
This new, trimmed down 4.x renderer runs on a core profile configuration and uses persistently mapped buffers for nearly everything that is getting transferred to the GPU. (The global uniforms are still being used as such but they'll be phased out after the first beta release.
2014-08-01 20:42:39 +00:00
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if (alphatexture)
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2014-06-21 10:52:19 +00:00
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{
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static const GLint swizzleMask[] = {GL_ONE, GL_ONE, GL_ONE, GL_RED};
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glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
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}
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2014-06-21 13:50:32 +00:00
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// When using separate samplers the stuff below is not needed.
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// if (gl.flags & RFL_SAMPLER_OBJECTS) return;
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2014-07-14 16:48:46 +00:00
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapparam);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapparam);
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clampmode = wrapparam==GL_CLAMP_TO_EDGE? GLT_CLAMPX|GLT_CLAMPY : 0;
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2013-06-23 07:49:34 +00:00
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if (forcenofiltering)
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{
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2013-09-03 12:05:41 +00:00
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.f);
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2013-06-23 07:49:34 +00:00
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}
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else
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{
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if (mipmap && use_mipmapping)
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{
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2013-09-03 12:05:41 +00:00
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, TexFilter[gl_texture_filter].minfilter);
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2013-06-23 07:49:34 +00:00
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if (gl_texture_filter_anisotropic)
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{
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2013-09-03 12:05:41 +00:00
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, gl_texture_filter_anisotropic);
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2013-06-23 07:49:34 +00:00
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}
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}
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else
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{
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2013-09-03 12:05:41 +00:00
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, TexFilter[gl_texture_filter].magfilter);
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2013-06-23 07:49:34 +00:00
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}
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2013-09-03 12:05:41 +00:00
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, TexFilter[gl_texture_filter].magfilter);
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2013-06-23 07:49:34 +00:00
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}
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}
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//===========================================================================
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//
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// Creates a texture
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//
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//===========================================================================
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FHardwareTexture::FHardwareTexture(int _width, int _height, bool _mipmap, bool wrap, bool nofilter, bool nocompression)
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{
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forcenocompression = nocompression;
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mipmap=_mipmap;
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texwidth=_width;
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texheight=_height;
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2014-05-11 17:44:19 +00:00
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glDefTexID = 0;
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2013-06-23 07:49:34 +00:00
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clampmode=0;
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glDepthID = 0;
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forcenofiltering = nofilter;
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}
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//===========================================================================
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//
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// Deletes a texture id and unbinds it from the texture units
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//
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//===========================================================================
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void FHardwareTexture::DeleteTexture(unsigned int texid)
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{
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if (texid != 0)
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{
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for(int i = 0; i < MAX_TEXTURES; i++)
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{
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if (lastbound[i] == texid)
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{
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lastbound[i] = 0;
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}
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|
}
|
2013-09-03 12:05:41 +00:00
|
|
|
glDeleteTextures(1, &texid);
|
2013-06-23 07:49:34 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// Frees all associated resources
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
void FHardwareTexture::Clean(bool all)
|
|
|
|
{
|
|
|
|
int cm_arraysize = CM_FIRSTSPECIALCOLORMAP + SpecialColormaps.Size();
|
|
|
|
|
|
|
|
if (all)
|
|
|
|
{
|
2014-05-11 17:44:19 +00:00
|
|
|
DeleteTexture(glDefTexID);
|
|
|
|
glDefTexID = 0;
|
2013-06-23 07:49:34 +00:00
|
|
|
}
|
|
|
|
for(unsigned int i=0;i<glTexID_Translated.Size();i++)
|
|
|
|
{
|
|
|
|
DeleteTexture(glTexID_Translated[i].glTexID);
|
|
|
|
}
|
|
|
|
glTexID_Translated.Clear();
|
2013-09-03 16:29:39 +00:00
|
|
|
if (glDepthID != 0) glDeleteRenderbuffers(1, &glDepthID);
|
2013-06-23 07:49:34 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// Destroys the texture
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
FHardwareTexture::~FHardwareTexture()
|
|
|
|
{
|
|
|
|
Clean(true);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// Gets a texture ID address and validates all required data
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
2014-05-11 17:44:19 +00:00
|
|
|
unsigned * FHardwareTexture::GetTexID(int translation)
|
2013-06-23 07:49:34 +00:00
|
|
|
{
|
|
|
|
if (translation==0)
|
|
|
|
{
|
2014-05-11 17:44:19 +00:00
|
|
|
return &glDefTexID;
|
2013-06-23 07:49:34 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// normally there aren't more than very few different
|
|
|
|
// translations here so this isn't performance critical.
|
|
|
|
for(unsigned int i=0;i<glTexID_Translated.Size();i++)
|
|
|
|
{
|
2014-05-11 17:44:19 +00:00
|
|
|
if (glTexID_Translated[i].translation == translation)
|
2013-06-23 07:49:34 +00:00
|
|
|
{
|
|
|
|
return &glTexID_Translated[i].glTexID;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
int add = glTexID_Translated.Reserve(1);
|
|
|
|
glTexID_Translated[add].translation=translation;
|
|
|
|
glTexID_Translated[add].glTexID=0;
|
|
|
|
return &glTexID_Translated[add].glTexID;
|
|
|
|
}
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// Binds this patch
|
|
|
|
//
|
|
|
|
//===========================================================================
|
2014-05-11 17:44:19 +00:00
|
|
|
unsigned int FHardwareTexture::Bind(int texunit, int translation, bool alphatexture)
|
2013-06-23 07:49:34 +00:00
|
|
|
{
|
2014-05-11 17:44:19 +00:00
|
|
|
if (alphatexture) translation = TRANS_Alpha;
|
|
|
|
unsigned int * pTexID=GetTexID(translation);
|
2013-06-23 07:49:34 +00:00
|
|
|
|
|
|
|
if (*pTexID!=0)
|
|
|
|
{
|
|
|
|
if (lastbound[texunit]==*pTexID) return *pTexID;
|
|
|
|
lastbound[texunit]=*pTexID;
|
2013-09-03 16:29:39 +00:00
|
|
|
if (texunit != 0) glActiveTexture(GL_TEXTURE0+texunit);
|
2013-09-03 12:05:41 +00:00
|
|
|
glBindTexture(GL_TEXTURE_2D, *pTexID);
|
2013-09-03 16:29:39 +00:00
|
|
|
if (texunit != 0) glActiveTexture(GL_TEXTURE0);
|
2013-06-23 07:49:34 +00:00
|
|
|
return *pTexID;
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void FHardwareTexture::Unbind(int texunit)
|
|
|
|
{
|
|
|
|
if (lastbound[texunit] != 0)
|
|
|
|
{
|
2013-09-03 16:29:39 +00:00
|
|
|
if (texunit != 0) glActiveTexture(GL_TEXTURE0+texunit);
|
2013-09-03 12:05:41 +00:00
|
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
2013-09-03 16:29:39 +00:00
|
|
|
if (texunit != 0) glActiveTexture(GL_TEXTURE0);
|
2013-06-23 07:49:34 +00:00
|
|
|
lastbound[texunit] = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void FHardwareTexture::UnbindAll()
|
|
|
|
{
|
|
|
|
for(int texunit = 0; texunit < 16; texunit++)
|
|
|
|
{
|
|
|
|
Unbind(texunit);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// Creates a depth buffer for this texture
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
int FHardwareTexture::GetDepthBuffer()
|
|
|
|
{
|
2014-06-21 13:50:32 +00:00
|
|
|
if (glDepthID == 0)
|
2013-06-23 07:49:34 +00:00
|
|
|
{
|
2014-06-21 13:50:32 +00:00
|
|
|
glGenRenderbuffers(1, &glDepthID);
|
|
|
|
glBindRenderbuffer(GL_RENDERBUFFER, glDepthID);
|
|
|
|
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8,
|
|
|
|
GetTexDimension(texwidth), GetTexDimension(texheight));
|
|
|
|
glBindRenderbuffer(GL_RENDERBUFFER, 0);
|
2013-06-23 07:49:34 +00:00
|
|
|
}
|
2014-06-21 13:50:32 +00:00
|
|
|
return glDepthID;
|
2013-06-23 07:49:34 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// Binds this texture's surfaces to the current framrbuffer
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
void FHardwareTexture::BindToFrameBuffer()
|
|
|
|
{
|
2014-06-21 13:50:32 +00:00
|
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, glDefTexID, 0);
|
|
|
|
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, GetDepthBuffer());
|
2013-06-23 07:49:34 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// (re-)creates the texture
|
|
|
|
//
|
|
|
|
//===========================================================================
|
2014-05-11 17:44:19 +00:00
|
|
|
unsigned int FHardwareTexture::CreateTexture(unsigned char * buffer, int w, int h, bool wrap, int texunit, int translation, bool alphatexture)
|
2013-06-23 07:49:34 +00:00
|
|
|
{
|
2014-05-11 17:44:19 +00:00
|
|
|
if (alphatexture) translation = TRANS_Alpha;
|
|
|
|
unsigned int * pTexID=GetTexID(translation);
|
2013-06-23 07:49:34 +00:00
|
|
|
|
2013-09-03 16:29:39 +00:00
|
|
|
if (texunit != 0) glActiveTexture(GL_TEXTURE0+texunit);
|
2014-07-14 16:48:46 +00:00
|
|
|
LoadImage(buffer, w, h, *pTexID, wrap? GL_REPEAT:GL_CLAMP_TO_EDGE, alphatexture, texunit);
|
2013-09-03 16:29:39 +00:00
|
|
|
if (texunit != 0) glActiveTexture(GL_TEXTURE0);
|
2013-06-23 07:49:34 +00:00
|
|
|
return *pTexID;
|
|
|
|
}
|
|
|
|
|
|
|
|
|