raze-gles/source/glbackend/gl_texture.cpp

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/*
** gl_texture.cpp
** high level GL texture interface
**
**---------------------------------------------------------------------------
** Copyright 2019 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
**
*/
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#include "palette.h"
#include "build.h"
#include "polymost.h"
#include "textures.h"
#include "bitmap.h"
#include "v_font.h"
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#include "palettecontainer.h"
#include "../../glbackend/glbackend.h"
#include "texturemanager.h"
#include "v_video.h"
//===========================================================================
//
// Retrieve the texture to be used.
//
//===========================================================================
OpenGLRenderer::FHardwareTexture* GLInstance::LoadTexture(FTexture *tex, int textype, int palid)
{
if (textype == TT_INDEXED) palid = -1;
auto phwtex = tex->SystemTextures.GetHardwareTexture(palid, false);
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if (phwtex) return (OpenGLRenderer::FHardwareTexture*)phwtex;
auto hwtex = static_cast<OpenGLRenderer::FHardwareTexture*>(screen->CreateHardwareTexture(textype == TT_INDEXED? 1:4));
if (hwtex) tex->SystemTextures.AddHardwareTexture(palid, false, hwtex);
return hwtex;
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}
bool GLInstance::SetTexture(int picnum, FGameTexture* tex, int paletteid, int method, int sampleroverride)
{
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TexturePick texpick;
if (!PickTexture(picnum, tex, paletteid, texpick)) return false;
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int TextureType = (texpick.translation & 0x80000000) ? TT_INDEXED : TT_TRUECOLOR;
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auto sampler = (method & DAMETH_CLAMPED) ? (sampleroverride != -1 ? sampleroverride : SamplerClampXY) : SamplerRepeat;
if (TextureType == TT_INDEXED)
{
sampler = sampler + SamplerNoFilterRepeat - SamplerRepeat;
}
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// This is intentionally the same value for both parameters. The shader does not use the same uniform for modulation and overlay colors.
GLInterface.SetTinting(texpick.tintFlags, texpick.tintColor, texpick.tintColor);
if (texpick.translation != 0)
{
int lookuppal = texpick.translation & 0x7fffffff;
GLInterface.SetPalette(GetTranslationType(lookuppal) - Translation_Remap);
GLInterface.SetPalswap(GetTranslationIndex(lookuppal));
}
else
{
GLInterface.SetPalette(0);
GLInterface.SetPalswap(0);
}
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GLInterface.SetBasepalTint(texpick.basepalTint);
auto &mat = renderState.mMaterial;
mat.mMaterial = FMaterial::ValidateTexture(tex, 0); // todo allow scaling
mat.mClampMode = sampler;
mat.mTranslation = texpick.translation;
mat.mOverrideShader = 0;
mat.mChanged = true;
if (TextureType == TT_INDEXED) renderState.Flags |= RF_UsePalette;
else renderState.Flags &= ~RF_UsePalette;
GLInterface.SetAlphaThreshold(tex->alphaThreshold);
UseBrightmaps(tex->GetBrightmap() != nullptr);
UseGlowMapping(tex->GetGlowmap() != nullptr);
UseDetailMapping(tex->GetDetailmap() != nullptr);
return true;
}
//===========================================================================
//
// stand-ins for the texture system. Nothing of this is used right now, but needs to be present to satisfy the linker
//
//===========================================================================
int PalCheck(int tex)
{
return tex;
}
void InitBuildTiles()
{
}
TArray<UserShaderDesc> usershaders;
void UpdateVRModes(bool considerQuadBuffered = true)
{
// should update the menu.
}