mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-10 23:02:03 +00:00
- fixed creation of true color textures and disabled fog in palette mode.
The fog should go away entirely but in palette mode it made everything too dark.
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2ed722f329
commit
00d59459a1
5 changed files with 70 additions and 14 deletions
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@ -5458,6 +5458,56 @@ int32_t polymost_printext256(int32_t xpos, int32_t ypos, int16_t col, int16_t ba
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return 0;
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}
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void palookupinfo()
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{
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auto pal = basepaltable[0];
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int black = -1, white = -1;
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int brightness = 0;
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for (int i = 0; i < 765; i += 3)
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{
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if (pal[i] == 0 && pal[i + 1] == 0 && pal[i + 2] == 0) black = i;
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if (pal[i] == 255 && pal[i + 1] == 255 && pal[i + 2] == 255) white = i/3;
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brightness += Luminance(pal[i], pal[i + 1], pal[i + 2]);
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}
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brightness /= 255;
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OSD_Printf("Black at index %d, white at index %d, avg. luminance %d\n", black, white, brightness);
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for (int i = 0; i < 256; i++)
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{
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if (palookup[i] == nullptr)
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{
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OSD_Printf("palookup[%d] undefined\n", i);
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continue;
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}
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if (i > 0 && palookup[i] == palookup[0])
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{
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OSD_Printf("palookup[%d] == default\n", i);
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continue;
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}
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OSD_Printf("palookup[%d]:\n", i);
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for (int j = 0; j <= numshades; j++)
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{
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OSD_Printf(" Shade %d\n", j);
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int map = palookup[i][j * 256 + black] * 3;
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OSD_Printf(" Black maps to %d - %02x %02x %02x\n", map, pal[map], pal[map + 1], pal[map + 2]);
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map = palookup[i][j * 256 + white] * 3;
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OSD_Printf(" White maps to %d - %02x %02x %02x\n", map, pal[map], pal[map + 1], pal[map + 2]);
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int mylum = 0;
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for (int k = 0; k < 255; k++)
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{
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map = palookup[i][j * 256 + k] * 3;
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mylum += Luminance(pal[map], pal[map + 1], pal[map + 2]);
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}
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mylum /= 255;
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OSD_Printf(" luminance = %d\n", mylum);
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}
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OSD_Printf("-------------------------\n");
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}
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}
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// Console commands by JBF
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static int32_t gltexturemode(osdcmdptr_t parm)
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{
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@ -5512,7 +5562,10 @@ static int osdcmd_cvar_set_polymost(osdcmdptr_t parm)
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if (r == OSDCMD_OK)
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{
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if (!Bstrcasecmp(parm->name, "r_swapinterval"))
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if (!Bstrcasecmp(parm->name, "r_palookupinfo"))
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palookupinfo();
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else if (!Bstrcasecmp(parm->name, "r_swapinterval"))
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vsync = videoSetVsync(vsync);
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else if (!Bstrcasecmp(parm->name, "r_downsize"))
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{
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@ -5537,6 +5590,8 @@ static int osdcmd_cvar_set_polymost(osdcmdptr_t parm)
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return r;
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}
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int r_palookupinfo;
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void polymost_initosdfuncs(void)
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{
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uint32_t i;
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@ -5563,6 +5618,7 @@ void polymost_initosdfuncs(void)
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{ "r_swapinterval","sets the GL swap interval (VSync)",(void *) &vsync, CVAR_INT|CVAR_FUNCPTR, -1, 1 },
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{ "r_texfilter", "changes the texture filtering settings (may require restart)", (void *) &gltexfiltermode, CVAR_INT|CVAR_FUNCPTR, 0, 5 },
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{ "r_useindexedcolortextures", "enable/disable indexed color texture rendering", (void *) &r_useindexedcolortextures, CVAR_INT, 0, 1 },
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{ "r_palookupinfo", "", (void*)&r_palookupinfo, CVAR_INT|CVAR_FUNCPTR, 0, 1 },
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{ "r_yshearing", "enable/disable y-shearing", (void*) &r_yshearing, CVAR_BOOL, 0, 1 },
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{ "fixpalette", "", (void*)& fixpalette, CVAR_INT, 0, 256 },
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@ -65,14 +65,14 @@ unsigned int FHardwareTexture::CreateTexture(int w, int h, bool eightbit, bool m
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//
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//===========================================================================
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unsigned int FHardwareTexture::LoadTexture(const unsigned char * buffer)
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unsigned int FHardwareTexture::LoadTexture(const unsigned char * buffer, bool bgra)
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{
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return LoadTexturePart(buffer, 0, 0, mWidth, mHeight);
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return LoadTexturePart(buffer, 0, 0, mWidth, mHeight, bgra);
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}
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unsigned int FHardwareTexture::LoadTexture(FBitmap& bmp)
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unsigned int FHardwareTexture::LoadTexture(FBitmap& bmp, bool bgra)
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{
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return LoadTexture(bmp.GetPixels());
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return LoadTexture(bmp.GetPixels(), bgra);
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}
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//===========================================================================
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@ -81,12 +81,12 @@ unsigned int FHardwareTexture::LoadTexture(FBitmap& bmp)
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//
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//===========================================================================
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unsigned int FHardwareTexture::LoadTexturePart(const unsigned char* buffer, int x, int y, int w, int h)
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unsigned int FHardwareTexture::LoadTexturePart(const unsigned char* buffer, int x, int y, int w, int h, bool bgra)
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{
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if (glTexID == 0) return 0;
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int dstformat = glTextureBytes == 1 ? GL_R8 : GL_RGBA8;// TexFormat[gl_texture_format];
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int srcformat = glTextureBytes == 1 ? GL_RED : GL_BGRA;// TexFormat[gl_texture_format];
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int srcformat = glTextureBytes == 1 ? GL_RED : (bgra ? GL_BGRA : GL_RGBA);// TexFormat[gl_texture_format];
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glActiveTexture(GL_TEXTURE15);
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glBindTexture(GL_TEXTURE_2D, glTexID);
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@ -27,9 +27,9 @@ public:
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//bool BindOrCreate(FTexture *tex, int texunit, int clampmode, int translation, int flags);
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unsigned int CreateTexture(int w, int h, bool eightbit, bool mipmapped);
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unsigned int LoadTexture(const unsigned char * buffer);
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unsigned int LoadTexturePart(const unsigned char* buffer, int x, int y, int w, int h);
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unsigned int LoadTexture(FBitmap &bmp);
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unsigned int LoadTexture(const unsigned char * buffer, bool brga = false);
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unsigned int LoadTexturePart(const unsigned char* buffer, int x, int y, int w, int h, bool brga = false);
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unsigned int LoadTexture(FBitmap &bmp, bool brga = false);
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unsigned int GetTextureHandle();
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int GetSampler() { return mSampler; }
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void SetSampler(int sampler) { mSampler = sampler; }
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@ -189,7 +189,7 @@ void PaletteManager::BindPalette(int index)
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{
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auto p = GLInterface.NewTexture();
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p->CreateTexture(256, 1, false, false);
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p->LoadTexture((uint8_t*)transientpalette.colors);
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p->LoadTexture((uint8_t*)transientpalette.colors, true);
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p->SetSampler(Sampler2DNoFilter);
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transientpalette.paltexture = p;
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}
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@ -205,7 +205,7 @@ void PaletteManager::BindPalette(int index)
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{
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auto p = GLInterface.NewTexture();
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p->CreateTexture(256, 1, false, false);
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p->LoadTexture((uint8_t*)palettes[uindex].colors);
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p->LoadTexture((uint8_t*)palettes[uindex].colors, true);
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p->SetSampler(Sampler2DNoFilter);
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palettes[uindex].paltexture = p;
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}
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@ -188,12 +188,12 @@ void main()
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}
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if (fullbright == 0.0) color.rgb *= v_color.rgb;
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color.a *= v_color.a;
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color.rgb *= detailColor.rgb;
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if (u_fogEnabled != 0.0)// the following would make sense if 'fullbright' could ever be true in non-paletted rendering: && (fullbright != 0.0 || u_fogColor.rgb != vec3(0.0) ))
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if (u_fogEnabled != 0.0 && u_usePalette == 0.0)// the following would make sense if 'fullbright' could ever be true in non-paletted rendering: && (fullbright != 0.0 || u_fogColor.rgb != vec3(0.0) ))
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{
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float fogFactor;
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color.rgb *= detailColor.rgb;
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if (u_fog.z == 0) fogFactor = (u_fog.x-v_fogCoord)*u_fog.y; // linear fog
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else fogFactor = exp2 (u_fog.z * v_fogCoord); // exponential fog
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