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)
{
TexturePick pick;
if (!PickTexture(picnum, tex, paletteid, pick)) return false;
GLInterface.SetPalette(GetTranslationType(pick.translation & 0x7fffffff) - Translation_Remap);
GLInterface.SetPalswap(GetTranslationIndex(pick.translation));
GLInterface.SetBasepalTint(pick.basepalTint);
bool texbound[3] = {};
//int MatrixChange = 0;
//VSMatrix texmat;
// This is intentionally the same value for both parameters. The shader does not use the same uniform for modulation and overlay colors.
GLInterface.SetTinting(pick.tintFlags, pick.tintColor, pick.tintColor);
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// Load the main texture
int TextureType = (pick.translation & 0x80000000) ? TT_INDEXED : TT_TRUECOLOR;
int lookuppal = pick.translation & 0x7fffffff;
int bindflags = 0;
auto mtex = LoadTexture(tex->GetTexture(), TextureType, lookuppal);
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if (mtex)
{
auto sampler = (method & DAMETH_CLAMPED) ? (sampleroverride != -1 ? sampleroverride : SamplerClampXY) : SamplerRepeat;
if (TextureType == TT_INDEXED)
{
sampler = sampler + SamplerNoFilterRepeat - SamplerRepeat;
bindflags = CTF_Indexed;
}
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else if (tex->isHardwareCanvas())
{
sampler = CLAMP_CAMTEX;
}
UseDetailMapping(false);
UseGlowMapping(false);
UseBrightmaps(false);
mtex->BindOrCreate(tex->GetTexture(), 0, sampler, lookuppal, bindflags);
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BindTexture(0, mtex, sampler);
// Needs a) testing and b) verification for correctness. This doesn't look like it makes sense.
#if 0
if (rep && (rep->scale.x != 1.0f || rep->scale.y != 1.0f))
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{
//texmat.loadIdentity();
//texmat.scale(rep->scale.x, rep->scale.y, 1.0f);
//GLInterface.SetMatrix(Matrix_Texture, &texmat);
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}
#endif
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// Also load additional layers needed for this texture.
if (hw_detailmapping)
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{
auto det = tex->GetDetailmap();
auto detscale = tex->GetDetailScale();
if (det)
{
auto htex = LoadTexture(det, TT_TRUECOLOR, 0);
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UseDetailMapping(true);
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htex->BindOrCreate(det, 2, CLAMP_NONE, 0, 0);
BindTexture(2, htex, SamplerRepeat);
texbound[0] = true;
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/* todo:
GLInterface.SetDetailScale(detscale);
*/
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}
}
if (hw_glowmapping)
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{
auto glow = tex->GetGlowmap();
if (glow)
{
auto htex = LoadTexture(glow, TT_TRUECOLOR, 0);
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UseGlowMapping(true);
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htex->BindOrCreate(glow, 3, sampler, 0, CTF_Upscale);
BindTexture(3, htex, SamplerRepeat);
texbound[1] = true;
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}
}
if (!(globalflags & GLOBAL_NO_GL_FULLBRIGHT))
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{
auto btex = tex->GetBrightmap();
if (btex)
{
auto htex = LoadTexture(btex, TT_TRUECOLOR, lookuppal);
if (htex != nullptr)
{
UseBrightmaps(true);
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htex->BindOrCreate(btex, 1, sampler, 0, CTF_Upscale);
BindTexture(1, htex, sampler);
texbound[2] = true;
}
}
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}
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if (!texbound[0]) UnbindTexture(2);
if (!texbound[1]) UnbindTexture(3);
if (!texbound[2]) UnbindTexture(1);
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}
else return false;
GLInterface.SetAlphaThreshold(tex->alphaThreshold);
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;