mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-28 14:42:23 +00:00
- remove colormap from texture generation parameters. The one remaining special case, alpha texture on old hardware is now handled by the currently set texture mode at the time of use.
- use the cleaned up decal lighting code from the first GLEW branch.
This commit is contained in:
parent
7793bbbcc9
commit
887d35d559
14 changed files with 134 additions and 292 deletions
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@ -170,6 +170,7 @@ void gl_GetRenderStyle(FRenderStyle style, bool drawopaque, bool allowcolorblend
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}
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else if (style.Flags & STYLEF_InvertSource)
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{
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// The only place where InvertSource is used is for inverted sprites with the infrared powerup.
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texturemode = TM_INVERSE;
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}
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@ -246,7 +246,7 @@ unsigned char *FGLRenderer::GetTextureBuffer(FTexture *tex, int &w, int &h)
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FMaterial * gltex = FMaterial::ValidateTexture(tex);
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if (gltex)
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{
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return gltex->CreateTexBuffer(CM_DEFAULT, 0, w, h);
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return gltex->CreateTexBuffer(0, w, h);
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}
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return NULL;
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}
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@ -2,6 +2,7 @@
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#define __GL_RENDERSTATE_H
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#include <string.h>
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#include "gl/system/gl_interface.h"
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#include "c_cvars.h"
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#include "r_defs.h"
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@ -177,6 +178,7 @@ public:
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void SetTextureMode(int mode)
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{
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mTextureMode = mode;
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gl.checkTextureMode(mode);
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}
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void EnableTexture(bool on)
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@ -74,7 +74,7 @@ void GLWall::DrawDecal(DBaseDecal *decal)
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int light;
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int rel;
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float a;
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bool flipx, flipy, loadAlpha;
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bool flipx, flipy;
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DecalVertex dv[4];
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FTextureID decalTile;
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@ -179,9 +179,6 @@ void GLWall::DrawDecal(DBaseDecal *decal)
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rel = rellight + getExtraLight();
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}
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int r = RPART(decal->AlphaColor);
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int g = GPART(decal->AlphaColor);
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int b = BPART(decal->AlphaColor);
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FColormap p = Colormap;
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if (glset.nocoloredspritelighting)
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@ -190,58 +187,6 @@ void GLWall::DrawDecal(DBaseDecal *decal)
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p.LightColor = PalEntry(p.colormap, v, v, v);
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}
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float red, green, blue;
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if (decal->RenderStyle.Flags & STYLEF_RedIsAlpha)
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{
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loadAlpha = true;
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p.colormap=CM_SHADE;
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if (glset.lightmode != 8)
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{
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gl_GetLightColor(light, rel, &p, &red, &green, &blue);
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}
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else
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{
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gl_GetLightColor(lightlevel, rellight, &p, &red, &green, &blue);
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}
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if (gl_lights && GLRenderer->mLightCount && !gl_fixedcolormap && gl_light_sprites)
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{
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float result[3];
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fixed_t x, y;
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decal->GetXY(seg->sidedef, x, y);
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gl_GetSpriteLight(NULL, x, y, zpos, sub, Colormap.colormap-CM_DESAT0, result, line, side == line->sidedef[0]? 0:1);
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if (glset.lightmode != 8)
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{
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red = clamp<float>(result[0]+red, 0, 1.0f);
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green = clamp<float>(result[1]+green, 0, 1.0f);
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blue = clamp<float>(result[2]+blue, 0, 1.0f);
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}
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else
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{
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gl_RenderState.SetDynLight(result[0], result[1], result[2]);
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}
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}
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BYTE R = xs_RoundToInt(r * red);
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BYTE G = xs_RoundToInt(g * green);
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BYTE B = xs_RoundToInt(b * blue);
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gl_ModifyColor(R,G,B, Colormap.colormap);
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red = R/255.f;
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green = G/255.f;
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blue = B/255.f;
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}
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else
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{
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loadAlpha = false;
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red = 1.f;
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green = 1.f;
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blue = 1.f;
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}
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a = FIXED2FLOAT(decal->Alpha);
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@ -299,8 +244,6 @@ void GLWall::DrawDecal(DBaseDecal *decal)
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zpos+= FRACUNIT*(flipy? decalheight-decaltopo : decaltopo);
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tex->BindPatch(p.colormap, decal->Translation);
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dv[1].z=dv[2].z = FIXED2FLOAT(zpos);
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dv[0].z=dv[3].z = dv[1].z - decalheight;
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dv[1].v=dv[2].v = tex->GetVT();
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@ -359,32 +302,25 @@ void GLWall::DrawDecal(DBaseDecal *decal)
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float vb = tex->GetVB();
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for(i=0;i<4;i++) dv[i].v=vb-dv[i].v;
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}
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// fog is set once per wall in the calling function and not per decal!
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if (loadAlpha)
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// calculate dynamic light effect.
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if (gl_lights && GLRenderer->mLightCount && !gl_fixedcolormap && gl_light_sprites)
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{
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glColor4f(red, green, blue, a);
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// Note: This should be replaced with proper shader based lighting.
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fixed_t x, y;
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decal->GetXY(seg->sidedef, x, y);
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gl_SetDynSpriteLight(NULL, x, y, zpos, sub);
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}
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if (glset.lightmode == 8)
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// alpha color only has an effect when using an alpha texture.
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if (decal->RenderStyle.Flags & STYLEF_RedIsAlpha)
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{
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if (gl_fixedcolormap)
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glVertexAttrib1f(VATTR_LIGHTLEVEL, 1.0);
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else
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glVertexAttrib1f(VATTR_LIGHTLEVEL, gl_CalcLightLevel(light, rel, false) / 255.0);
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gl_RenderState.SetObjectColor(decal->AlphaColor);
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}
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}
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else
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{
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if (glset.lightmode == 8)
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{
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gl_SetColor(light, rel, &p, a, !!extralight); // Korshun.
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}
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else
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{
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gl_SetColor(light, rel, &p, a);
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}
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}
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// for additively drawn decals we must temporarily set the fog color to black.
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PalEntry fc = gl_RenderState.GetFogColor();
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if (decal->RenderStyle.BlendOp == STYLEOP_Add && decal->RenderStyle.DestAlpha == STYLEALPHA_One)
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{
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@ -393,6 +329,8 @@ void GLWall::DrawDecal(DBaseDecal *decal)
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gl_SetRenderStyle(decal->RenderStyle, false, false);
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tex->BindPatch(p.colormap, decal->Translation);
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// If srcalpha is one it looks better with a higher alpha threshold
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if (decal->RenderStyle.SrcAlpha == STYLEALPHA_One) gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_threshold);
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@ -407,6 +345,8 @@ void GLWall::DrawDecal(DBaseDecal *decal)
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}
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glEnd();
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rendered_decals++;
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gl_RenderState.SetTextureMode(TM_MODULATE);
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gl_RenderState.SetObjectColor(0xffffffff);
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gl_RenderState.SetFog(fc,-1);
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gl_RenderState.SetDynLight(0,0,0);
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}
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@ -290,7 +290,6 @@ static void RenderDome(FTextureID texno, FMaterial * tex, float x_offset, float
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if (tex && !secondlayer)
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{
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PalEntry pe = tex->tex->GetSkyCapColor(false);
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if (CM_Index!=CM_DEFAULT) ModifyPalette(&pe, &pe, CM_Index, 1);
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R=pe.r/255.0f;
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G=pe.g/255.0f;
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@ -312,7 +311,6 @@ static void RenderDome(FTextureID texno, FMaterial * tex, float x_offset, float
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if (tex && !secondlayer)
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{
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PalEntry pe = tex->tex->GetSkyCapColor(true);
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if (CM_Index!=CM_DEFAULT) ModifyPalette(&pe, &pe, CM_Index, 1);
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R=pe.r/255.0f;
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G=pe.g/255.0f;
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B=pe.b/255.0f;
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@ -194,7 +194,6 @@ void gl_PrintStartupLog()
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void gl_SetTextureMode(int type)
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{
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gl.needAlphaTexture = false;
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if (type == TM_MASK)
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{
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
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@ -239,7 +238,6 @@ void gl_SetTextureMode(int type)
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else // if (type == TM_MODULATE)
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{
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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gl.needAlphaTexture = (type == TM_REDTOALPHA);
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}
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}
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@ -44,6 +44,11 @@ struct RenderContext
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{
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return glslversion >= 1.3f;
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}
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void checkTextureMode(int mode)
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{
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if (!hasGLSL()) needAlphaTexture = (mode == TM_REDTOALPHA);
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}
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};
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extern RenderContext gl;
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@ -145,9 +145,9 @@ bool OpenGLFrameBuffer::WipeStartScreen(int type)
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}
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wipestartscreen = new FHardwareTexture(Width, Height, false, false, false, true);
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wipestartscreen->CreateTexture(NULL, Width, Height, false, 0, CM_DEFAULT);
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wipestartscreen->CreateTexture(NULL, Width, Height, false, 0);
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glFinish();
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wipestartscreen->Bind(0, CM_DEFAULT);
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wipestartscreen->Bind(0);
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glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, Width, Height);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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@ -168,9 +168,9 @@ bool OpenGLFrameBuffer::WipeStartScreen(int type)
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void OpenGLFrameBuffer::WipeEndScreen()
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{
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wipeendscreen = new FHardwareTexture(Width, Height, false, false, false, true);
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wipeendscreen->CreateTexture(NULL, Width, Height, false, 0, CM_DEFAULT);
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wipeendscreen->CreateTexture(NULL, Width, Height, false, 0);
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glFlush();
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wipeendscreen->Bind(0, CM_DEFAULT);
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wipeendscreen->Bind(0);
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glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, Width, Height);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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@ -280,7 +280,7 @@ bool OpenGLFrameBuffer::Wiper_Crossfade::Run(int ticks, OpenGLFrameBuffer *fb)
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gl_RenderState.SetTextureMode(TM_OPAQUE);
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gl_RenderState.EnableAlphaTest(false);
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gl_RenderState.Apply();
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fb->wipestartscreen->Bind(0, CM_DEFAULT);
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fb->wipestartscreen->Bind(0);
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glColor4f(1.f, 1.f, 1.f, 1.f);
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glBegin(GL_TRIANGLE_STRIP);
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glTexCoord2f(0, vb);
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@ -293,7 +293,7 @@ bool OpenGLFrameBuffer::Wiper_Crossfade::Run(int ticks, OpenGLFrameBuffer *fb)
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glVertex2i(fb->Width, fb->Height);
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glEnd();
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fb->wipeendscreen->Bind(0, CM_DEFAULT);
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fb->wipeendscreen->Bind(0);
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glColor4f(1.f, 1.f, 1.f, clamp(Clock/32.f, 0.f, 1.f));
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glBegin(GL_TRIANGLE_STRIP);
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glTexCoord2f(0, vb);
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@ -347,7 +347,7 @@ bool OpenGLFrameBuffer::Wiper_Melt::Run(int ticks, OpenGLFrameBuffer *fb)
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// Draw the new screen on the bottom.
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gl_RenderState.SetTextureMode(TM_OPAQUE);
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gl_RenderState.Apply();
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fb->wipeendscreen->Bind(0, CM_DEFAULT);
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fb->wipeendscreen->Bind(0);
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glColor4f(1.f, 1.f, 1.f, 1.f);
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glBegin(GL_TRIANGLE_STRIP);
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glTexCoord2f(0, vb);
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@ -363,7 +363,7 @@ bool OpenGLFrameBuffer::Wiper_Melt::Run(int ticks, OpenGLFrameBuffer *fb)
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int i, dy;
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bool done = false;
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fb->wipestartscreen->Bind(0, CM_DEFAULT);
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fb->wipestartscreen->Bind(0);
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// Copy the old screen in vertical strips on top of the new one.
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while (ticks--)
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{
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@ -492,7 +492,7 @@ bool OpenGLFrameBuffer::Wiper_Burn::Run(int ticks, OpenGLFrameBuffer *fb)
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gl_RenderState.SetTextureMode(TM_OPAQUE);
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gl_RenderState.EnableAlphaTest(false);
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gl_RenderState.Apply();
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fb->wipestartscreen->Bind(0, CM_DEFAULT);
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fb->wipestartscreen->Bind(0);
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glColor4f(1.f, 1.f, 1.f, 1.f);
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glBegin(GL_TRIANGLE_STRIP);
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glTexCoord2f(0, vb);
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@ -523,10 +523,10 @@ bool OpenGLFrameBuffer::Wiper_Burn::Run(int ticks, OpenGLFrameBuffer *fb)
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// Burn the new screen on top of it.
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glColor4f(1.f, 1.f, 1.f, 1.f);
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fb->wipeendscreen->Bind(1, CM_DEFAULT);
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fb->wipeendscreen->Bind(1);
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//BurnTexture->Bind(0, CM_DEFAULT);
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BurnTexture->CreateTexture(rgb_buffer, WIDTH, HEIGHT, false, 0, CM_DEFAULT);
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BurnTexture->CreateTexture(rgb_buffer, WIDTH, HEIGHT, false, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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@ -50,12 +50,11 @@
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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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void iCopyColors(unsigned char * pout, const unsigned char * pin, bool alphatex, int count, int step)
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{
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int i;
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int fac;
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if (cm == CM_DEFAULT)
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if (!alphatex)
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{
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for(i=0;i<count;i++)
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{
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@ -70,7 +69,7 @@ void iCopyColors(unsigned char * pout, const unsigned char * pin, int cm, int co
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pin+=step;
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}
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}
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else if (cm == CM_SHADE)
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else
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{
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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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@ -84,40 +83,9 @@ void iCopyColors(unsigned char * pout, const unsigned char * pin, int cm, int co
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pin+=step;
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}
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}
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else if (cm >= CM_FIRSTSPECIALCOLORMAP && cm < CM_FIRSTSPECIALCOLORMAP + int(SpecialColormaps.Size()))
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{
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for(i=0;i<count;i++)
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{
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if (T::A(pin) != 0)
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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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}
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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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{
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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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if (T::A(pin) != 0)
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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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}
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pout+=4;
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pin+=step;
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}
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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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typedef void (*CopyFunc)(unsigned char * pout, const unsigned char * pin, bool alphatex, int count, int step);
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static CopyFunc copyfuncs[]={
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iCopyColors<cRGB>,
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@ -147,57 +115,11 @@ void FGLBitmap::CopyPixelDataRGB(int originx, int originy,
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BYTE *buffer = GetPixels() + 4*originx + Pitch*originy;
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for (int y=0;y<srcheight;y++)
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{
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copyfuncs[ct](&buffer[y*Pitch], &patch[y*step_y], cm, srcwidth, step_x);
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copyfuncs[ct](&buffer[y*Pitch], &patch[y*step_y], alphatex, srcwidth, step_x);
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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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if (cm == CM_DEFAULT)
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{
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if (pin != pout)
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memcpy(pout, pin, count * sizeof(PalEntry));
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}
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else if (cm >= CM_FIRSTSPECIALCOLORMAP && cm < CM_FIRSTSPECIALCOLORMAP + int(SpecialColormaps.Size()))
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{
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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) >> 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;
|
||||
pout[i].a = pin[i].a;
|
||||
}
|
||||
}
|
||||
else if (cm<=CM_DESAT31)
|
||||
{
|
||||
// Desaturated light settings.
|
||||
fac=cm-CM_DESAT0;
|
||||
for(i=0;i<count;i++)
|
||||
{
|
||||
int gray=(pin[i].r*77 + pin[i].g*143 + pin[i].b*36)>>8;
|
||||
gl_Desaturate(gray, pin[i].r, pin[i].g, pin[i].b, pout[i].r, pout[i].g, pout[i].b, fac);
|
||||
pout[i].a = pin[i].a;
|
||||
}
|
||||
}
|
||||
else if (pin!=pout)
|
||||
{
|
||||
memcpy(pout, pin, count * sizeof(PalEntry));
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// Paletted to True Color texture copy function
|
||||
|
@ -215,7 +137,7 @@ void FGLBitmap::CopyPixelData(int originx, int originy, const BYTE * patch, int
|
|||
BYTE *buffer = GetPixels() + 4*originx + Pitch*originy;
|
||||
|
||||
// CM_SHADE is an alpha map with 0==transparent and 1==opaque
|
||||
if (cm == CM_SHADE)
|
||||
if (alphatex)
|
||||
{
|
||||
for(int i=0;i<256;i++)
|
||||
{
|
||||
|
@ -225,37 +147,21 @@ void FGLBitmap::CopyPixelData(int originx, int originy, const BYTE * patch, int
|
|||
penew[i]=PalEntry(0,255,255,255); // If the palette contains transparent colors keep them.
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// apply any translation.
|
||||
// The ice and blood color translations are done directly
|
||||
// because that yields better results.
|
||||
switch(translation)
|
||||
{
|
||||
default:
|
||||
else if (translation > 0)
|
||||
{
|
||||
PalEntry *ptrans = GLTranslationPalette::GetPalette(translation);
|
||||
if (ptrans)
|
||||
{
|
||||
for(i = 0; i < 256; i++)
|
||||
for (i = 0; i < 256; i++)
|
||||
{
|
||||
penew[i] = (ptrans[i]&0xffffff) | (palette[i]&0xff000000);
|
||||
}
|
||||
break;
|
||||
penew[i] = (ptrans[i] & 0xffffff) | (palette[i] & 0xff000000);
|
||||
}
|
||||
}
|
||||
|
||||
case 0:
|
||||
}
|
||||
else
|
||||
{
|
||||
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.
|
||||
for (y=0;y<srcheight;y++)
|
||||
|
@ -271,15 +177,6 @@ void FGLBitmap::CopyPixelData(int originx, int originy, const BYTE * patch, int
|
|||
buffer[pos+2] = penew[v].b;
|
||||
buffer[pos+3] = penew[v].a;
|
||||
}
|
||||
/*
|
||||
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);
|
||||
}
|
||||
*/
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -5,24 +5,34 @@
|
|||
#include "gl/textures/gl_material.h"
|
||||
|
||||
|
||||
void ModifyPalette(PalEntry * pout, PalEntry * pin, int cm, int count);
|
||||
|
||||
class FGLBitmap : public FBitmap
|
||||
{
|
||||
int cm;
|
||||
bool alphatex;
|
||||
int translation;
|
||||
public:
|
||||
|
||||
FGLBitmap() { cm = CM_DEFAULT; translation = 0; }
|
||||
FGLBitmap()
|
||||
{
|
||||
alphatex = false;
|
||||
translation = 0;
|
||||
}
|
||||
FGLBitmap(BYTE *buffer, int pitch, int width, int height)
|
||||
: FBitmap(buffer, pitch, width, height)
|
||||
{ cm = CM_DEFAULT; translation = 0; }
|
||||
|
||||
void SetTranslationInfo(int _cm, int _trans=-1337)
|
||||
{
|
||||
if (_cm != -1) cm = _cm;
|
||||
if (_trans != -1337) translation = _trans;
|
||||
alphatex = false;
|
||||
translation = 0;
|
||||
}
|
||||
|
||||
void SetTranslationInfo(int _trans)
|
||||
{
|
||||
if (_trans == -1) alphatex = true;
|
||||
else if (_trans != -1337) translation = _trans;
|
||||
|
||||
}
|
||||
|
||||
void SetAlphaTex()
|
||||
{
|
||||
alphatex = true;
|
||||
}
|
||||
|
||||
virtual void CopyPixelDataRGB(int originx, int originy, const BYTE *patch, int srcwidth,
|
||||
|
|
|
@ -277,9 +277,7 @@ FHardwareTexture::FHardwareTexture(int _width, int _height, bool _mipmap, bool w
|
|||
texwidth=_width;
|
||||
texheight=_height;
|
||||
|
||||
int cm_arraysize = CM_FIRSTSPECIALCOLORMAP + SpecialColormaps.Size();
|
||||
glTexID = new unsigned[cm_arraysize];
|
||||
memset(glTexID,0,sizeof(unsigned int)*cm_arraysize);
|
||||
glDefTexID = 0;
|
||||
clampmode=0;
|
||||
glDepthID = 0;
|
||||
forcenofiltering = nofilter;
|
||||
|
@ -317,21 +315,8 @@ void FHardwareTexture::Clean(bool all)
|
|||
|
||||
if (all)
|
||||
{
|
||||
for (int i=0;i<cm_arraysize;i++)
|
||||
{
|
||||
DeleteTexture(glTexID[i]);
|
||||
}
|
||||
//glDeleteTextures(cm_arraysize,glTexID);
|
||||
memset(glTexID,0,sizeof(unsigned int)*cm_arraysize);
|
||||
}
|
||||
else
|
||||
{
|
||||
for (int i=1;i<cm_arraysize;i++)
|
||||
{
|
||||
DeleteTexture(glTexID[i]);
|
||||
}
|
||||
//glDeleteTextures(cm_arraysize-1,glTexID+1);
|
||||
memset(glTexID+1,0,sizeof(unsigned int)*(cm_arraysize-1));
|
||||
DeleteTexture(glDefTexID);
|
||||
glDefTexID = 0;
|
||||
}
|
||||
for(unsigned int i=0;i<glTexID_Translated.Size();i++)
|
||||
{
|
||||
|
@ -349,7 +334,6 @@ void FHardwareTexture::Clean(bool all)
|
|||
FHardwareTexture::~FHardwareTexture()
|
||||
{
|
||||
Clean(true);
|
||||
delete [] glTexID;
|
||||
}
|
||||
|
||||
|
||||
|
@ -359,28 +343,24 @@ FHardwareTexture::~FHardwareTexture()
|
|||
//
|
||||
//===========================================================================
|
||||
|
||||
unsigned * FHardwareTexture::GetTexID(int cm, int translation)
|
||||
unsigned * FHardwareTexture::GetTexID(int translation)
|
||||
{
|
||||
if (cm < 0 || cm >= CM_MAXCOLORMAP) cm=CM_DEFAULT;
|
||||
|
||||
if (translation==0)
|
||||
{
|
||||
return &glTexID[cm];
|
||||
return &glDefTexID;
|
||||
}
|
||||
|
||||
// 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++)
|
||||
{
|
||||
if (glTexID_Translated[i].cm == cm &&
|
||||
glTexID_Translated[i].translation == translation)
|
||||
if (glTexID_Translated[i].translation == translation)
|
||||
{
|
||||
return &glTexID_Translated[i].glTexID;
|
||||
}
|
||||
}
|
||||
|
||||
int add = glTexID_Translated.Reserve(1);
|
||||
glTexID_Translated[add].cm=cm;
|
||||
glTexID_Translated[add].translation=translation;
|
||||
glTexID_Translated[add].glTexID=0;
|
||||
return &glTexID_Translated[add].glTexID;
|
||||
|
@ -391,9 +371,10 @@ unsigned * FHardwareTexture::GetTexID(int cm, int translation)
|
|||
// Binds this patch
|
||||
//
|
||||
//===========================================================================
|
||||
unsigned int FHardwareTexture::Bind(int texunit, int cm,int translation)
|
||||
unsigned int FHardwareTexture::Bind(int texunit, int translation, bool alphatexture)
|
||||
{
|
||||
unsigned int * pTexID=GetTexID(cm, translation);
|
||||
if (alphatexture) translation = TRANS_Alpha;
|
||||
unsigned int * pTexID=GetTexID(translation);
|
||||
|
||||
if (*pTexID!=0)
|
||||
{
|
||||
|
@ -461,7 +442,7 @@ void FHardwareTexture::BindToFrameBuffer()
|
|||
{
|
||||
if (gl.flags & RFL_FRAMEBUFFER)
|
||||
{
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, glTexID[0], 0);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, glDefTexID, 0);
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, GetDepthBuffer());
|
||||
}
|
||||
}
|
||||
|
@ -472,15 +453,13 @@ void FHardwareTexture::BindToFrameBuffer()
|
|||
// (re-)creates the texture
|
||||
//
|
||||
//===========================================================================
|
||||
unsigned int FHardwareTexture::CreateTexture(unsigned char * buffer, int w, int h, bool wrap, int texunit,
|
||||
int cm, int translation)
|
||||
unsigned int FHardwareTexture::CreateTexture(unsigned char * buffer, int w, int h, bool wrap, int texunit, int translation, bool alphatexture)
|
||||
{
|
||||
if (cm < 0 || cm >= CM_MAXCOLORMAP) cm=CM_DEFAULT;
|
||||
|
||||
unsigned int * pTexID=GetTexID(cm, translation);
|
||||
if (alphatexture) translation = TRANS_Alpha;
|
||||
unsigned int * pTexID=GetTexID(translation);
|
||||
|
||||
if (texunit != 0) glActiveTexture(GL_TEXTURE0+texunit);
|
||||
LoadImage(buffer, w, h, *pTexID, wrap? GL_REPEAT:GL_CLAMP, cm==CM_SHADE, texunit);
|
||||
LoadImage(buffer, w, h, *pTexID, wrap? GL_REPEAT:GL_CLAMP, alphatexture, texunit);
|
||||
if (texunit != 0) glActiveTexture(GL_TEXTURE0);
|
||||
return *pTexID;
|
||||
}
|
||||
|
|
|
@ -10,6 +10,17 @@
|
|||
class FCanvasTexture;
|
||||
class AActor;
|
||||
|
||||
// For error catching while changing parameters.
|
||||
enum EInvalid
|
||||
{
|
||||
Invalid = 0
|
||||
};
|
||||
|
||||
enum ETranslation
|
||||
{
|
||||
TRANS_Alpha = INT_MAX
|
||||
};
|
||||
|
||||
enum
|
||||
{
|
||||
GLT_CLAMPX=1,
|
||||
|
@ -27,7 +38,7 @@ class FHardwareTexture
|
|||
{
|
||||
unsigned int glTexID;
|
||||
int translation;
|
||||
int cm;
|
||||
//int cm;
|
||||
};
|
||||
|
||||
public:
|
||||
|
@ -48,12 +59,12 @@ private:
|
|||
bool forcenofiltering;
|
||||
bool forcenocompression;
|
||||
|
||||
unsigned int * glTexID;
|
||||
unsigned glDefTexID;
|
||||
TArray<TranslatedTexture> glTexID_Translated;
|
||||
unsigned int glDepthID; // only used by camera textures
|
||||
|
||||
void LoadImage(unsigned char * buffer,int w, int h, unsigned int & glTexID,int wrapparam, bool alphatexture, int texunit);
|
||||
unsigned * GetTexID(int cm, int translation);
|
||||
unsigned * GetTexID(int translation);
|
||||
|
||||
int GetDepthBuffer();
|
||||
void DeleteTexture(unsigned int texid);
|
||||
|
@ -68,8 +79,8 @@ public:
|
|||
|
||||
void BindToFrameBuffer();
|
||||
|
||||
unsigned int Bind(int texunit, int cm, int translation=0);
|
||||
unsigned int CreateTexture(unsigned char * buffer, int w, int h,bool wrap, int texunit, int cm, int translation=0);
|
||||
unsigned int Bind(int texunit, int translation=0, bool alphatexture = false);
|
||||
unsigned int CreateTexture(unsigned char * buffer, int w, int h,bool wrap, int texunit, int translation=0, bool alphatexture = false);
|
||||
void Resize(int _width, int _height) ;
|
||||
|
||||
void Clean(bool all);
|
||||
|
|
|
@ -109,7 +109,7 @@ FGLTexture::~FGLTexture()
|
|||
// Checks for the presence of a hires texture replacement and loads it
|
||||
//
|
||||
//==========================================================================
|
||||
unsigned char *FGLTexture::LoadHiresTexture(FTexture *tex, int *width, int *height, int cm)
|
||||
unsigned char *FGLTexture::LoadHiresTexture(FTexture *tex, int *width, int *height, bool alphatexture)
|
||||
{
|
||||
if (HiresLump==-1)
|
||||
{
|
||||
|
@ -131,7 +131,7 @@ unsigned char *FGLTexture::LoadHiresTexture(FTexture *tex, int *width, int *heig
|
|||
memset(buffer, 0, w * (h+1) * 4);
|
||||
|
||||
FGLBitmap bmp(buffer, w*4, w, h);
|
||||
bmp.SetTranslationInfo(cm);
|
||||
if (alphatexture) bmp.SetAlphaTex();
|
||||
|
||||
|
||||
int trans = hirestexture->CopyTrueColorPixels(&bmp, 0, 0);
|
||||
|
@ -271,7 +271,7 @@ BYTE *FGLTexture::WarpBuffer(BYTE *buffer, int Width, int Height, int warp)
|
|||
//
|
||||
//===========================================================================
|
||||
|
||||
unsigned char * FGLTexture::CreateTexBuffer(int cm, int translation, int & w, int & h, bool expand, FTexture *hirescheck, int warp)
|
||||
unsigned char * FGLTexture::CreateTexBuffer(int translation, int & w, int & h, bool expand, FTexture *hirescheck, int warp, bool alphatexture)
|
||||
{
|
||||
unsigned char * buffer;
|
||||
int W, H;
|
||||
|
@ -281,7 +281,7 @@ unsigned char * FGLTexture::CreateTexBuffer(int cm, int translation, int & w, in
|
|||
// by hires textures
|
||||
if (gl_texture_usehires && hirescheck != NULL)
|
||||
{
|
||||
buffer = LoadHiresTexture (hirescheck, &w, &h, cm);
|
||||
buffer = LoadHiresTexture (hirescheck, &w, &h, alphatexture);
|
||||
if (buffer)
|
||||
{
|
||||
return buffer;
|
||||
|
@ -296,7 +296,8 @@ unsigned char * FGLTexture::CreateTexBuffer(int cm, int translation, int & w, in
|
|||
memset(buffer, 0, W * (H+1) * 4);
|
||||
|
||||
FGLBitmap bmp(buffer, W*4, W, H);
|
||||
bmp.SetTranslationInfo(cm, translation);
|
||||
bmp.SetTranslationInfo(translation);
|
||||
if (alphatexture) bmp.SetAlphaTex();
|
||||
|
||||
if (tex->bComplex)
|
||||
{
|
||||
|
@ -337,7 +338,7 @@ unsigned char * FGLTexture::CreateTexBuffer(int cm, int translation, int & w, in
|
|||
else //if (bIsTransparent != 1)
|
||||
{
|
||||
// [BB] Potentially upsample the buffer.
|
||||
buffer = gl_CreateUpsampledTextureBuffer ( tex, buffer, W, H, w, h, bIsTransparent || cm == CM_SHADE );
|
||||
buffer = gl_CreateUpsampledTextureBuffer ( tex, buffer, W, H, w, h, bIsTransparent || alphatexture);
|
||||
}
|
||||
currentwarp = warp;
|
||||
currentwarptime = gl_frameMS;
|
||||
|
@ -386,7 +387,7 @@ bool FGLTexture::CreatePatch()
|
|||
//
|
||||
//===========================================================================
|
||||
|
||||
const FHardwareTexture *FGLTexture::Bind(int texunit, int cm, int clampmode, int translation, FTexture *hirescheck, int warp)
|
||||
const FHardwareTexture *FGLTexture::Bind(int texunit, int clampmode, int translation, FTexture *hirescheck, int warp)
|
||||
{
|
||||
int usebright = false;
|
||||
|
||||
|
@ -400,7 +401,7 @@ const FHardwareTexture *FGLTexture::Bind(int texunit, int cm, int clampmode, int
|
|||
hwtex = gltexture[clampmode] = gltexture[4];
|
||||
gltexture[4] = NULL;
|
||||
|
||||
if (hwtex->Bind(texunit, cm, translation))
|
||||
if (hwtex->Bind(texunit, translation))
|
||||
{
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, (clampmode & GLT_CLAMPX)? GL_CLAMP_TO_EDGE : GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, (clampmode & GLT_CLAMPY)? GL_CLAMP_TO_EDGE : GL_REPEAT);
|
||||
|
@ -428,7 +429,7 @@ const FHardwareTexture *FGLTexture::Bind(int texunit, int cm, int clampmode, int
|
|||
}
|
||||
|
||||
// Bind it to the system.
|
||||
if (!hwtex->Bind(texunit, cm, translation))
|
||||
if (!hwtex->Bind(texunit, translation))
|
||||
{
|
||||
|
||||
int w=0, h=0;
|
||||
|
@ -438,10 +439,10 @@ const FHardwareTexture *FGLTexture::Bind(int texunit, int cm, int clampmode, int
|
|||
|
||||
if (!tex->bHasCanvas)
|
||||
{
|
||||
buffer = CreateTexBuffer(cm, translation, w, h, false, hirescheck, warp);
|
||||
buffer = CreateTexBuffer(translation, w, h, false, hirescheck, warp);
|
||||
tex->ProcessData(buffer, w, h, false);
|
||||
}
|
||||
if (!hwtex->CreateTexture(buffer, w, h, true, texunit, cm, translation))
|
||||
if (!hwtex->CreateTexture(buffer, w, h, true, texunit, translation))
|
||||
{
|
||||
// could not create texture
|
||||
delete[] buffer;
|
||||
|
@ -463,7 +464,7 @@ const FHardwareTexture *FGLTexture::Bind(int texunit, int cm, int clampmode, int
|
|||
// Binds a sprite to the renderer
|
||||
//
|
||||
//===========================================================================
|
||||
const FHardwareTexture * FGLTexture::BindPatch(int texunit, int cm, int translation, int warp)
|
||||
const FHardwareTexture * FGLTexture::BindPatch(int texunit, int translation, int warp, bool alphatexture)
|
||||
{
|
||||
bool usebright = false;
|
||||
int transparm = translation;
|
||||
|
@ -489,14 +490,14 @@ const FHardwareTexture * FGLTexture::BindPatch(int texunit, int cm, int translat
|
|||
|
||||
|
||||
// Bind it to the system.
|
||||
if (!glpatch->Bind(texunit, cm, translation))
|
||||
if (!glpatch->Bind(texunit, translation, alphatexture))
|
||||
{
|
||||
int w, h;
|
||||
|
||||
// Create this texture
|
||||
unsigned char * buffer = CreateTexBuffer(cm, translation, w, h, bExpand, NULL, warp);
|
||||
unsigned char * buffer = CreateTexBuffer(translation, w, h, bExpand, NULL, warp, alphatexture);
|
||||
tex->ProcessData(buffer, w, h, true);
|
||||
if (!glpatch->CreateTexture(buffer, w, h, false, texunit, cm, translation))
|
||||
if (!glpatch->CreateTexture(buffer, w, h, false, texunit, translation, alphatexture))
|
||||
{
|
||||
// could not create texture
|
||||
delete[] buffer;
|
||||
|
@ -755,7 +756,7 @@ bool FMaterial::TrimBorders(int *rect)
|
|||
int w;
|
||||
int h;
|
||||
|
||||
unsigned char *buffer = CreateTexBuffer(CM_DEFAULT, 0, w, h);
|
||||
unsigned char *buffer = CreateTexBuffer(0, w, h);
|
||||
|
||||
if (buffer == NULL)
|
||||
{
|
||||
|
@ -847,7 +848,7 @@ void FMaterial::Bind(int cm, int clampmode, int translation, int overrideshader)
|
|||
else if (clampmode != -1) clampmode &= 3;
|
||||
else clampmode = 4;
|
||||
|
||||
const FHardwareTexture *gltexture = mBaseLayer->Bind(0, cm, clampmode, translation, allowhires? tex:NULL, softwarewarp);
|
||||
const FHardwareTexture *gltexture = mBaseLayer->Bind(0, clampmode, translation, allowhires? tex:NULL, softwarewarp);
|
||||
if (gltexture != NULL && shaderindex > 0 && overrideshader == 0)
|
||||
{
|
||||
for(unsigned i=0;i<mTextureLayers.Size();i++)
|
||||
|
@ -863,7 +864,7 @@ void FMaterial::Bind(int cm, int clampmode, int translation, int overrideshader)
|
|||
{
|
||||
layer = mTextureLayers[i].texture;
|
||||
}
|
||||
layer->gl_info.SystemTexture->Bind(i+1, CM_DEFAULT, clampmode, 0, NULL, false);
|
||||
layer->gl_info.SystemTexture->Bind(i+1, clampmode, 0, NULL, false);
|
||||
maxbound = i+1;
|
||||
}
|
||||
}
|
||||
|
@ -890,11 +891,11 @@ void FMaterial::BindPatch(int cm, int translation, int overrideshader)
|
|||
|
||||
int softwarewarp = gl_RenderState.SetupShader(tex->bHasCanvas, shaderindex, cm, tex->gl_info.shaderspeed);
|
||||
|
||||
const FHardwareTexture *glpatch = mBaseLayer->BindPatch(0, cm, translation, softwarewarp);
|
||||
const FHardwareTexture *glpatch = mBaseLayer->BindPatch(0, translation, softwarewarp, gl.needAlphaTexture);
|
||||
// The only multitexture effect usable on sprites is the brightmap.
|
||||
if (glpatch != NULL && shaderindex == 3)
|
||||
{
|
||||
mTextureLayers[0].texture->gl_info.SystemTexture->BindPatch(1, CM_DEFAULT, 0, 0);
|
||||
mTextureLayers[0].texture->gl_info.SystemTexture->BindPatch(1, 0, 0, false);
|
||||
maxbound = 1;
|
||||
}
|
||||
// unbind everything from the last texture that's still active
|
||||
|
@ -1012,7 +1013,7 @@ void FMaterial::BindToFrameBuffer()
|
|||
if (mBaseLayer->gltexture == NULL)
|
||||
{
|
||||
// must create the hardware texture first
|
||||
mBaseLayer->Bind(0, CM_DEFAULT, 0, 0, NULL, 0);
|
||||
mBaseLayer->Bind(0, 0, 0, NULL, 0);
|
||||
FHardwareTexture::Unbind(0);
|
||||
}
|
||||
mBaseLayer->gltexture[0]->BindToFrameBuffer();
|
||||
|
|
|
@ -48,7 +48,7 @@ enum ETexUse
|
|||
};
|
||||
|
||||
|
||||
class FGLTexture //: protected WorldTextureInfo, protected PatchTextureInfo
|
||||
class FGLTexture
|
||||
{
|
||||
friend class FMaterial;
|
||||
public:
|
||||
|
@ -68,21 +68,21 @@ private:
|
|||
bool bExpand;
|
||||
float AlphaThreshold;
|
||||
|
||||
unsigned char * LoadHiresTexture(FTexture *hirescheck, int *width, int *height, int cm);
|
||||
unsigned char * LoadHiresTexture(FTexture *hirescheck, int *width, int *height, bool alphatexture);
|
||||
BYTE *WarpBuffer(BYTE *buffer, int Width, int Height, int warp);
|
||||
|
||||
FHardwareTexture *CreateTexture(int clampmode);
|
||||
//bool CreateTexture();
|
||||
bool CreatePatch();
|
||||
|
||||
const FHardwareTexture *Bind(int texunit, int cm, int clamp, int translation, FTexture *hirescheck, int warp);
|
||||
const FHardwareTexture *BindPatch(int texunit, int cm, int translation, int warp);
|
||||
const FHardwareTexture *Bind(int texunit, int clamp, int translation, FTexture *hirescheck, int warp);
|
||||
const FHardwareTexture *BindPatch(int texunit, int translation, int warp, bool alphatexture);
|
||||
|
||||
public:
|
||||
FGLTexture(FTexture * tx, bool expandpatches);
|
||||
~FGLTexture();
|
||||
|
||||
unsigned char * CreateTexBuffer(int cm, int translation, int & w, int & h, bool expand, FTexture *hirescheck, int warp);
|
||||
unsigned char * CreateTexBuffer(int translation, int & w, int & h, bool expand, FTexture *hirescheck, int warp, bool alphatexture = false);
|
||||
|
||||
void Clean(bool all);
|
||||
int Dump(int i);
|
||||
|
@ -138,9 +138,9 @@ public:
|
|||
void Bind(int cm, int clamp = 0, int translation = 0, int overrideshader = 0);
|
||||
void BindPatch(int cm, int translation = 0, int overrideshader = 0);
|
||||
|
||||
unsigned char * CreateTexBuffer(int cm, int translation, int & w, int & h, bool expand = false, bool allowhires=true) const
|
||||
unsigned char * CreateTexBuffer(int translation, int & w, int & h, bool expand = false, bool allowhires=true) const
|
||||
{
|
||||
return mBaseLayer->CreateTexBuffer(cm, translation, w, h, expand, allowhires? tex:NULL, 0);
|
||||
return mBaseLayer->CreateTexBuffer(translation, w, h, expand, allowhires? tex:NULL, 0);
|
||||
}
|
||||
|
||||
void Clean(bool f)
|
||||
|
@ -233,7 +233,7 @@ public:
|
|||
if (!mBaseLayer->tex->bHasCanvas)
|
||||
{
|
||||
int w, h;
|
||||
unsigned char *buffer = CreateTexBuffer(CM_DEFAULT, 0, w, h);
|
||||
unsigned char *buffer = CreateTexBuffer(0, w, h);
|
||||
delete [] buffer;
|
||||
}
|
||||
else
|
||||
|
|
Loading…
Reference in a new issue