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1050013017
- use sampler objects to avoid creating up to 4 different system textures for one game texture just because of different clamping settings. - avoids flushing all textures for change of texture filter mode. - separate sprite and regular dimensions on the material level to have better control over which one gets used. It's now an explicit parameter of ValidateTexture. The main reason for this change is better handling of wall sprites which may not be subjected to such handling. - create mipmaps based on use case, not texture type. - allows removal of FCloneTexture hack for proper sharing of the same sprite for decals and other purposes. - better precaching of skyboxes.
71 lines
2.6 KiB
C++
71 lines
2.6 KiB
C++
/*
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** gl_hqresize.h
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** Contains high quality upsampling functions.
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**
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**---------------------------------------------------------------------------
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** Copyright 2008 Benjamin Berkels
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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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**
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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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#ifndef __GL_HQRESIZE_H__
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#define __GL_HQRESIZE_H__
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#include "r_defs.h"
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class FBrightmapTexture : public FTexture
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{
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public:
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FBrightmapTexture (FTexture *source);
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~FBrightmapTexture ();
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const BYTE *GetColumn (unsigned int column, const Span **spans_out);
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const BYTE *GetPixels ();
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void Unload ();
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int CopyTrueColorPixels(FBitmap *bmp, int x, int y, int rotate, FCopyInfo *inf);
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bool UseBasePalette() { return false; }
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protected:
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FTexture *SourcePic;
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//BYTE *Pixels;
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//Span **Spans;
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};
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void gl_GenerateGlobalBrightmapFromColormap();
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PalEntry averageColor(const DWORD *data, int size, fixed_t maxout);
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unsigned char *gl_CreateUpsampledTextureBuffer ( const FTexture *inputTexture, unsigned char *inputBuffer, const int inWidth, const int inHeight, int &outWidth, int &outHeight, bool hasAlpha );
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int CheckDDPK3(FTexture *tex);
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int CheckExternalFile(FTexture *tex, bool & hascolorkey);
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PalEntry averageColor(const DWORD *data, int size, fixed_t maxout);
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#endif // __GL_HQRESIZE_H__
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