mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-10 23:02:03 +00:00
- rework of texture management for models
Voxels yet to do. This also removes the redundant texture matrix for the glow texture.
This commit is contained in:
parent
542994cc20
commit
23265ad213
11 changed files with 122 additions and 345 deletions
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@ -6,26 +6,28 @@
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#define SHIFTMOD32(a) ((a)&31)
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#define SHARED_MODEL_DATA int32_t mdnum, shadeoff; \
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float scale, bscale, zadd, yoffset; \
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FHardwareTexture **texid; \
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int32_t flags;
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#define IDMODEL_SHARED_DATA int32_t numframes, cframe, nframe, fpssc, usesalpha; \
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float oldtime, curtime, interpol; \
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mdanim_t *animations; \
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mdskinmap_t *skinmap; \
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int32_t numskins, skinloaded;
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#define IDP2_MAGIC 0x32504449
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#define IDP3_MAGIC 0x33504449
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class FHardwareTexture;
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class FTexture;
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typedef struct
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struct mdmodel_t
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{
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SHARED_MODEL_DATA;
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} mdmodel_t;
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int32_t mdnum, shadeoff;
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float scale, bscale, zadd, yoffset;
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FTexture **textures;
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int32_t flags;
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};
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struct idmodel_t : public mdmodel_t
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{
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int32_t numframes, cframe, nframe, fpssc, usesalpha;
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float oldtime, curtime, interpol;
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mdanim_t *animations;
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mdskinmap_t *skinmap;
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int32_t numskins, skinloaded;
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};
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typedef struct _mdanim_t
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{
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@ -41,8 +43,7 @@ typedef struct _mdskinmap_t
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{
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uint8_t palette, flags, filler[2]; // Build palette number, flags the same as hightiles
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int32_t skinnum, surfnum; // Skin identifier, surface number
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char *fn; // Skin filename
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FHardwareTexture *texid[HICTINT_MEMORY_COMBINATIONS]; // OpenGL texture numbers for effect variations
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FTexture *texture;
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struct _mdskinmap_t *next;
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float param, specpower, specfactor;
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} mdskinmap_t;
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@ -76,11 +77,8 @@ typedef struct
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uint16_t u[3];
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} md2tri_t;
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typedef struct
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struct md2model_t : public idmodel_t
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{
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SHARED_MODEL_DATA;
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IDMODEL_SHARED_DATA;
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//MD2 specific stuff:
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int32_t numverts, numglcmds, framebytes, *glcmds;
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char *frames;
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@ -88,7 +86,7 @@ typedef struct
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char *skinfn; // pointer to first of numskins 64-char strings
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md2uv_t *uv;
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md2tri_t* tris;
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} md2model_t;
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};
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typedef struct { char nam[64]; int32_t i; } md3shader_t; //ascz path of shader, shader index
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@ -152,10 +150,8 @@ typedef struct
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#define SIZEOF_MD3HEAD_T (sizeof(md3head_t)-3*sizeof(void*))
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typedef struct
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struct md3model_t : public idmodel_t
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{
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SHARED_MODEL_DATA;
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IDMODEL_SHARED_DATA;
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//MD3 specific
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md3head_t head;
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@ -171,7 +167,7 @@ typedef struct
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GLuint *texcoords;
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GLuint *geometry;
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*/
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} md3model_t;
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};
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#define VOXBORDWIDTH 1 //use 0 to save memory, but has texture artifacts; 1 looks better...
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#define VOXUSECHAR 0
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@ -184,15 +180,8 @@ typedef struct { uint16_t x, y, z, u, v; } vert_t;
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typedef struct { vert_t v[4]; } voxrect_t;
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typedef struct
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struct voxmodel_t : public mdmodel_t
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{
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//WARNING: This top block is a union of md2model,md3model,voxmodel: Make sure it matches!
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int32_t mdnum; //VOX=1, MD2=2, MD3=3. NOTE: must be first in structure!
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int32_t shadeoff;
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float scale, bscale, zadd;
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FHardwareTexture **texid; // skins for palettes
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int32_t flags;
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//VOX specific stuff:
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voxrect_t *quad; int32_t qcnt, qfacind[7];
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int32_t *mytex, mytexx, mytexy;
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@ -205,10 +194,9 @@ typedef struct
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EXTERN mdmodel_t **models;
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void updateanimation(md2model_t *m, tspriteptr_t tspr, uint8_t lpal);
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FHardwareTexture *mdloadskin(md2model_t *m, int32_t number, int32_t pal, int32_t surf);
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FTexture *mdloadskin(idmodel_t *m, int32_t number, int32_t pal, int32_t surf, bool *exact)
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void mdinit(void);
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void freeallmodels(void);
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void clearskins(int32_t type);
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int32_t polymost_mddraw(tspriteptr_t tspr);
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EXTERN void md3_vox_calcmat_common(tspriteptr_t tspr, const vec3f_t *a0, float f, float mat[16]);
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@ -8,7 +8,6 @@
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void Polymost_CacheHitList(uint8_t* hash);
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class FHardwareTexture;
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typedef struct { uint8_t r, g, b, a; } coltype;
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typedef struct { float r, g, b, a; } coltypef;
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@ -33,7 +32,6 @@ extern void Polymost_prepare_loadboard(void);
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void polymost_outputGLDebugMessage(uint8_t severity, const char* format, ...);
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//void phex(char v, char *s);
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void uploadtexture(FHardwareTexture *tex, int32_t doalloc, vec2_t siz, int32_t texfmt, coltype *pic, vec2_t tsiz, int32_t dameth);
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void uploadbasepalette(int32_t basepalnum, bool transient = false);
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void uploadpalswaps(int count, int32_t *palookupnum);
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void polymost_drawsprite(int32_t snum);
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@ -117,6 +115,7 @@ enum {
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DAMETH_MASKPROPS = 3,
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DAMETH_CLAMPED = 4,
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DAMETH_MODEL = 8,
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DAMETH_WALL = 32, // signals a texture for a wall (for r_npotwallmode)
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@ -127,42 +126,6 @@ enum {
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#define DAMETH_NARROW_MASKPROPS(dameth) (((dameth)&(~DAMETH_TRANS1))|(((dameth)&DAMETH_TRANS1)>>1))
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EDUKE32_STATIC_ASSERT(DAMETH_NARROW_MASKPROPS(DAMETH_MASKPROPS) == DAMETH_MASK);
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// pthtyp pth->flags bits
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enum pthtyp_flags {
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PTH_HIGHTILE = 2,
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PTH_SKYBOX = 4,
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PTH_HASALPHA = 8,
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PTH_HASFULLBRIGHT = 16,
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PTH_NPOTWALL = DAMETH_WALL, // r_npotwallmode=1 generated texture
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PTH_FORCEFILTER = 64,
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PTH_INVALIDATED = 128,
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PTH_INDEXED = 512,
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PTH_ONEBITALPHA = 1024,
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};
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typedef struct pthtyp_t
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{
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struct pthtyp_t *next;
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struct pthtyp_t *ofb; // fullbright pixels
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// *hicr;
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FHardwareTexture * glpic;
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vec2f_t scale;
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vec2_t siz;
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int16_t picnum;
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uint16_t flags; // see pthtyp_flags
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polytintflags_t effects;
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char palnum;
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char shade;
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char skyface;
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} pthtyp;
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void gloadtile_art(int32_t dapic, int32_t dameth, pthtyp* pth, int32_t doalloc);
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extern int32_t gloadtile_hi(int32_t,int32_t,int32_t, int32_t,pthtyp *,int32_t, polytintflags_t);
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extern int32_t globalnoeffect;
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extern int32_t drawingskybox;
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extern int32_t hicprecaching;
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@ -122,96 +122,6 @@ void freeallmodels()
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#endif
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}
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// Skin texture names can be aliased! This is ugly, but at least correct.
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static void nullskintexids(FHardwareTexture *texid)
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{
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int32_t i, j;
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for (i=0; i<nextmodelid; i++)
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{
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mdmodel_t *m = models[i];
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if (m->mdnum == 2 || m->mdnum == 3)
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{
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mdskinmap_t *sk;
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md2model_t *m2 = (md2model_t *)m;
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for (j=0; j < m2->numskins * HICTINT_MEMORY_COMBINATIONS; j++)
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if (m2->texid[j] == texid)
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m2->texid[j] = nullptr;
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for (sk=m2->skinmap; sk; sk=sk->next)
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for (j=0; j < HICTINT_MEMORY_COMBINATIONS; j++)
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if (sk->texid[j] == texid)
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sk->texid[j] = nullptr;
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}
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}
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}
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void clearskins(int32_t type)
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{
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int32_t i, j;
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for (i=0; i<nextmodelid; i++)
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{
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mdmodel_t *m = models[i];
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if (m->mdnum == 1)
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{
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voxmodel_t *v = (voxmodel_t *)m;
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for (j=0; j<MAXPALOOKUPS; j++)
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if (v->texid[j])
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{
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delete v->texid[j];
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v->texid[j] = nullptr;
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}
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}
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else if ((m->mdnum == 2 || m->mdnum == 3) && type == INVALIDATE_ALL)
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{
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mdskinmap_t *sk;
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md2model_t *m2 = (md2model_t *)m;
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for (j=0; j < m2->numskins * HICTINT_MEMORY_COMBINATIONS; j++)
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if (m2->texid[j])
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{
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auto otexid = m2->texid[j];
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delete m2->texid[j];
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m2->texid[j] = nullptr;
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nullskintexids(otexid);
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}
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for (sk=m2->skinmap; sk; sk=sk->next)
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for (j=0; j < HICTINT_MEMORY_COMBINATIONS; j++)
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if (sk->texid[j])
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{
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auto otexid = sk->texid[j];
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delete sk->texid[j];
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sk->texid[j] = nullptr;
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nullskintexids(otexid);
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}
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}
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}
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for (i=0; i<MAXVOXELS; i++)
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{
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voxmodel_t *v = voxmodels[i];
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if (!v) continue;
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for (j=0; j<MAXPALOOKUPS; j++)
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if (v->texid[j])
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{
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delete v->texid[j];
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v->texid[j] = nullptr;
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}
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}
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}
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void mdinit()
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{
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freeallmodels();
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@ -478,7 +388,6 @@ int32_t md_defineskin(int32_t modelid, const char *skinfn, int32_t palnum, int32
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if (!skl) m->skinmap = sk;
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else skl->next = sk;
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}
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else Xfree(sk->fn);
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sk->palette = (uint8_t)palnum;
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sk->flags = (uint8_t)flags;
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@ -487,7 +396,11 @@ int32_t md_defineskin(int32_t modelid, const char *skinfn, int32_t palnum, int32
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sk->param = param;
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sk->specpower = specpower;
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sk->specfactor = specfactor;
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sk->fn = Xstrdup(skinfn);
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sk->texture = TileFiles.GetTexture(skinfn);
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if (!sk->texture)
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{
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initprintf("Unable to load %s as model skin\n", skinfn);
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}
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return 0;
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}
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@ -557,28 +470,11 @@ static inline int32_t hicfxid(size_t pal)
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return globalnoeffect ? 0 : ((hictinting[pal].f & (HICTINT_GRAYSCALE|HICTINT_INVERT|HICTINT_COLORIZE)) | ((hictinting[pal].f & HICTINT_BLENDMASK)<<3));
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}
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static FHardwareTexture *mdloadskin_notfound(char * const skinfile, char const * const fn)
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{
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OSD_Printf("Skin \"%s\" not found.\n", fn);
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skinfile[0] = 0;
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return nullptr;
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}
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static FHardwareTexture *mdloadskin_failed(char * const skinfile, char const * const fn)
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{
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OSD_Printf("Failed loading skin file \"%s\".\n", fn);
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skinfile[0] = 0;
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return nullptr;
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}
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//Note: even though it says md2model, it works for both md2model&md3model
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FHardwareTexture *mdloadskin(md2model_t *m, int32_t number, int32_t pal, int32_t surf)
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FTexture *mdloadskin(idmodel_t *m, int32_t number, int32_t pal, int32_t surf, bool *exact)
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{
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int32_t i;
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char *skinfile = NULL, fn[BMAX_PATH];
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FHardwareTexture **texidx = NULL;
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mdskinmap_t *sk, *skzero = NULL;
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int32_t doalloc = 1;
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@ -593,11 +489,9 @@ FHardwareTexture *mdloadskin(md2model_t *m, int32_t number, int32_t pal, int32_t
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{
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if (sk->palette == pal && sk->skinnum == number && sk->surfnum == surf)
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{
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skinfile = sk->fn;
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texidx = &sk->texid[hicfxid(pal)];
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Bstrncpyz(fn, skinfile, BMAX_PATH);
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if (exact) *exact = true;
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//OSD_Printf("Using exact match skin (pal=%d,skinnum=%d,surfnum=%d) %s\n",pal,number,surf,skinfile);
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break;
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return sk->texture;
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}
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//If no match, give highest priority to number, then pal.. (Parkar's request, 02/27/2005)
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else if ((sk->palette == 0) && (sk->skinnum == number) && (sk->surfnum == surf) && (i < 5)) { i = 5; skzero = sk; }
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@ -608,74 +502,18 @@ FHardwareTexture *mdloadskin(md2model_t *m, int32_t number, int32_t pal, int32_t
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else if ((sk->palette == 0) && (sk->skinnum == 0) && (i < 0)) { i = 0; skzero = sk; }
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}
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if (!sk)
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{
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if (pal >= (MAXPALOOKUPS - RESERVEDPALS))
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return 0;
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// Special palettes do not get replacements
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if (pal >= (MAXPALOOKUPS - RESERVEDPALS))
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return 0;
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if (skzero)
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{
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skinfile = skzero->fn;
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texidx = &skzero->texid[hicfxid(pal)];
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Bstrncpyz(fn, skinfile, BMAX_PATH);
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//OSD_Printf("Using def skin 0,0 as fallback, pal=%d\n", pal);
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}
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else
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return 0;
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}
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if (skinfile == NULL || !skinfile[0])
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return 0;
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if (*texidx)
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return *texidx;
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// possibly fetch an already loaded multitexture :_)
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if (pal >= (MAXPALOOKUPS - RESERVEDPALS))
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for (i=0; i<nextmodelid; i++)
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for (skzero = ((md2model_t *)models[i])->skinmap; skzero && sk; skzero = skzero->next)
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if (!Bstrcasecmp(skzero->fn, sk->fn) && skzero->texid[hicfxid(pal)])
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{
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size_t f = hicfxid(pal);
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sk->texid[f] = skzero->texid[f];
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return sk->texid[f];
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}
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// for sk->flags below
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if (!sk)
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sk = skzero;
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*texidx = 0;
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auto texture = TileFiles.GetTexture(fn);
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if (texture == nullptr)
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if (skzero)
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{
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return mdloadskin_notfound(skinfile, fn);
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//OSD_Printf("Using def skin 0,0 as fallback, pal=%d\n", pal);
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if (exact) *exact = false;
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return skzero->texture;
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}
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if ((doalloc & 3) == 1)
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{
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*texidx = GLInterface.NewTexture();
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}
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auto glpic = *texidx;
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glpic->CreateTexture(texture->GetWidth(), texture->GetHeight(), false, true);
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auto image = texture->GetBgraBitmap(nullptr, nullptr);
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bool hasalpha = texture->GetTranslucency();
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bool onebitalpha = texture->isMasked();
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glpic->LoadTexture(image);
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if (!m->skinloaded)
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{
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m->skinloaded = 1+number;
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}
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if (*texidx)
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{
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(*texidx)->SetSampler(SamplerRepeat);
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}
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return (*texidx);
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else
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return nullptr;
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}
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//Note: even though it says md2model, it works for both md2model&md3model
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@ -959,8 +797,6 @@ static md2model_t *md2load(buildvfs_kfd fil, const char *filnam)
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{ Xfree(m->glcmds); Xfree(m->frames); Xfree(m); return 0; }
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}
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m->texid = (FHardwareTexture **)Xcalloc(ournumskins, sizeof(FHardwareTexture*) * HICTINT_MEMORY_COMBINATIONS);
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|
||||
maxmodelverts = max(maxmodelverts, m->numverts);
|
||||
maxmodeltris = max(maxmodeltris, head.numtris);
|
||||
|
||||
|
@ -969,7 +805,7 @@ static md2model_t *md2load(buildvfs_kfd fil, const char *filnam)
|
|||
// the MD2 is now loaded internally - let's begin the MD3 conversion process
|
||||
//OSD_Printf("Beginning md3 conversion.\n");
|
||||
m3 = (md3model_t *)Xcalloc(1, sizeof(md3model_t));
|
||||
m3->mdnum = 3; m3->texid = nullptr; m3->scale = m->scale;
|
||||
m3->mdnum = 3; m3->texture = nullptr m3->scale = m->scale;
|
||||
m3->head.id = IDP3_MAGIC; m3->head.vers = 15;
|
||||
|
||||
m3->head.flags = 0;
|
||||
|
@ -1071,9 +907,12 @@ static md2model_t *md2load(buildvfs_kfd fil, const char *filnam)
|
|||
|
||||
if (m->numskins > 0)
|
||||
{
|
||||
sk->fn = (char *)Xmalloc(strlen(m->basepath)+strlen(m->skinfn)+1);
|
||||
Bstrcpy(sk->fn, m->basepath);
|
||||
Bstrcat(sk->fn, m->skinfn);
|
||||
FStringf fn("%s%s", m->basepath, m->skinfn);
|
||||
sk->texture = TileFiles.GetTexture(fn);
|
||||
if (!sk->texture)
|
||||
{
|
||||
initprintf("Unable to load %s as model skin\n", skinfn);
|
||||
}
|
||||
}
|
||||
m3->skinmap = sk;
|
||||
}
|
||||
|
@ -1083,7 +922,7 @@ static md2model_t *md2load(buildvfs_kfd fil, const char *filnam)
|
|||
m3->maxdepths = (float *)Xmalloc(sizeof(float) * s->numtris);
|
||||
|
||||
// die MD2 ! DIE !
|
||||
Xfree(m->texid); Xfree(m->skinfn); Xfree(m->basepath); Xfree(m->uv); Xfree(m->tris); Xfree(m->glcmds); Xfree(m->frames); Xfree(m);
|
||||
Xfree(m->skinfn); Xfree(m->basepath); Xfree(m->uv); Xfree(m->tris); Xfree(m->glcmds); Xfree(m->frames); Xfree(m);
|
||||
|
||||
return ((md2model_t *)m3);
|
||||
}
|
||||
|
@ -1136,7 +975,7 @@ static md3model_t *md3load(buildvfs_kfd fil)
|
|||
md3surf_t *s;
|
||||
|
||||
m = (md3model_t *)Xcalloc(1,sizeof(md3model_t));
|
||||
m->mdnum = 3; m->texid = 0; m->scale = .01f;
|
||||
m->mdnum = 3; m->texture = nullptr; m->scale = .01f;
|
||||
|
||||
m->muladdframes = NULL;
|
||||
|
||||
|
@ -1890,11 +1729,27 @@ static int32_t polymost_md3draw(md3model_t *m, tspriteptr_t tspr)
|
|||
GLInterface.SetMatrix(Matrix_ModelView, mat);
|
||||
// PLAG: End
|
||||
|
||||
auto tex = mdloadskin((md2model_t *)m,tile2model[Ptile2tile(tspr->picnum,lpal)].skinnum,globalpal,surfi);
|
||||
bool exact = false;
|
||||
auto tex = mdloadskin((md2model_t *)m,tile2model[Ptile2tile(tspr->picnum,lpal)].skinnum,globalpal,surfi, &exact);
|
||||
if (!tex)
|
||||
continue;
|
||||
//i = mdloadskin((md2model *)m,tile2model[Ptile2tile(tspr->picnum,lpal)].skinnum,surfi); //hack for testing multiple surfaces per MD3
|
||||
GLInterface.BindTexture(0, tex);
|
||||
|
||||
FTexture *det = nullptr, *glow = nullptr;
|
||||
float detscale = 1.f;
|
||||
|
||||
// The data lookup here is one incredible mess. Thanks to whoever cooked this up... :(
|
||||
if (!(tspr->extra&TSPR_EXTRA_MDHACK))
|
||||
{
|
||||
det = tex = r_detailmapping ? mdloadskin((md2model_t *) m, tile2model[Ptile2tile(tspr->picnum, lpal)].skinnum, DETAILPAL, surfi, nullptr) : nullptr;
|
||||
if (det)
|
||||
{
|
||||
for (sk = m->skinmap; sk; sk = sk->next)
|
||||
if ((int32_t) sk->palette == DETAILPAL && sk->skinnum == tile2model[Ptile2tile(tspr->picnum, lpal)].skinnum && sk->surfnum == surfi)
|
||||
detscale = sk->param;
|
||||
}
|
||||
glow = r_glowmapping ? mdloadskin((md2model_t *) m, tile2model[Ptile2tile(tspr->picnum, lpal)].skinnum, GLOWPAL, surfi, nullptr) : 0;
|
||||
}
|
||||
GLInterface.SetModelTexture(tex, globalpal, xpanning, ypanning, det, detscale, glow);
|
||||
|
||||
VSMatrix texmat(0);
|
||||
texmat.translate(xpanning, ypanning, 1.0f);
|
||||
|
@ -1902,38 +1757,7 @@ static int32_t polymost_md3draw(md3model_t *m, tspriteptr_t tspr)
|
|||
if (!(tspr->extra&TSPR_EXTRA_MDHACK))
|
||||
{
|
||||
//POGOTODO: if we add support for palette indexing on model skins, the texture for the palswap could be setup here
|
||||
#if 0 // FIXME: This shouls use the HightileReplacement structure inside the texture so that it can use the same code as world textures.
|
||||
tex = r_detailmapping ? mdloadskin((md2model_t *) m, tile2model[Ptile2tile(tspr->picnum, lpal)].skinnum, DETAILPAL, surfi) : nullptr;
|
||||
|
||||
if (tex)
|
||||
{
|
||||
mdskinmap_t *sk;
|
||||
|
||||
GLInterface.UseDetailMapping(true);
|
||||
//polymost_setupdetailtexture(3, tex);
|
||||
|
||||
for (sk = m->skinmap; sk; sk = sk->next)
|
||||
if ((int32_t) sk->palette == DETAILPAL && sk->skinnum == tile2model[Ptile2tile(tspr->picnum, lpal)].skinnum && sk->surfnum == surfi)
|
||||
f = sk->param;
|
||||
|
||||
texmat.loadIdentity();
|
||||
texmat.translate(xpanning, ypanning, 1.0f);
|
||||
texmat.scale(f, f, 1.0f);
|
||||
GLInterface.SetMatrix(Matrix_Detail, &texmat);
|
||||
}
|
||||
|
||||
tex = r_glowmapping ? mdloadskin((md2model_t *) m, tile2model[Ptile2tile(tspr->picnum, lpal)].skinnum, GLOWPAL, surfi) : 0;
|
||||
|
||||
if (i)
|
||||
{
|
||||
GLInterface.UseGlowMapping(true);
|
||||
//polymost_setupglowtexture(4, tex);
|
||||
|
||||
texmat.loadIdentity();
|
||||
texmat.translate(xpanning, ypanning, 1.0f);
|
||||
GLInterface.SetMatrix(Matrix_Glow, &texmat);
|
||||
}
|
||||
#endif
|
||||
indexhandle = m->vindexes;
|
||||
|
||||
//PLAG: delayed polygon-level sorted rendering
|
||||
|
@ -2020,7 +1844,6 @@ static void md3free(md3model_t *m)
|
|||
for (sk=m->skinmap; sk; sk=nsk)
|
||||
{
|
||||
nsk = sk->next;
|
||||
Xfree(sk->fn);
|
||||
Xfree(sk);
|
||||
}
|
||||
|
||||
|
@ -2036,9 +1859,7 @@ static void md3free(md3model_t *m)
|
|||
}
|
||||
Xfree(m->head.tags);
|
||||
Xfree(m->head.frames);
|
||||
|
||||
Xfree(m->texid);
|
||||
|
||||
|
||||
Xfree(m->muladdframes);
|
||||
|
||||
Xfree(m->indexes);
|
||||
|
|
|
@ -121,11 +121,7 @@ int32_t r_yshearing = 0;
|
|||
static float fogresult, fogresult2;
|
||||
coltypef fogcol, fogtable[MAXPALOOKUPS];
|
||||
|
||||
static GLuint quadVertsID = 0;
|
||||
|
||||
|
||||
int32_t r_useindexedcolortextures = -1;
|
||||
static FHardwareTexture *palswapTextureID = nullptr;
|
||||
|
||||
static inline float float_trans(uint32_t maskprops, uint8_t blend)
|
||||
{
|
||||
|
@ -295,7 +291,6 @@ void polymost_glinit()
|
|||
{
|
||||
uploadbasepalette(basepalnum);
|
||||
}
|
||||
palswapTextureID = 0;
|
||||
for (int palookupnum = 0; palookupnum < MAXPALOOKUPS; ++palookupnum)
|
||||
{
|
||||
GLInterface.SetPalswapData(palookupnum, (uint8_t*)palookup[palookupnum], numshades+1);
|
||||
|
@ -434,12 +429,6 @@ static void resizeglcheck(void)
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
void uploadtexture(FHardwareTexture *tex, coltype* pic)
|
||||
{
|
||||
tex->LoadTexture((uint8_t *)pic);
|
||||
}
|
||||
|
||||
void uploadbasepalette(int32_t basepalnum, bool transient) // transient palettes are used by movies and should not affect the engine state. All other palettes only get set at game startup.
|
||||
{
|
||||
if (!basepaltable[basepalnum])
|
||||
|
@ -5610,7 +5599,10 @@ void polymost_precache(int32_t dapicnum, int32_t dapalnum, int32_t datype)
|
|||
int const surfaces = (models[mid]->mdnum == 3) ? ((md3model_t *)models[mid])->head.numsurfs : 0;
|
||||
|
||||
for (int i = 0; i <= surfaces; i++)
|
||||
mdloadskin((md2model_t *)models[mid], 0, dapalnum, i);
|
||||
{
|
||||
auto tex = mdloadskin((md2model_t *)models[mid], 0, dapalnum, i);
|
||||
if (tex) GLInterface.SetTexture(tex, dapalnum, 0);
|
||||
}
|
||||
}
|
||||
|
||||
void PrecacheHardwareTextures(int nTile)
|
||||
|
|
|
@ -119,11 +119,11 @@ FHardwareTexture* GLInstance::LoadTexture(FTexture* tex, int textype, int palid)
|
|||
|
||||
//===========================================================================
|
||||
//
|
||||
// Sets a texture for rendering
|
||||
// Sets a texture for rendering. This should be the ONLY place to bind in-game textures
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
bool GLInstance::SetTexture(FTexture* tex, int palette, int method, int sampleroverride)
|
||||
bool GLInstance::SetTextureInternal(FTexture* tex, int palette, int method, int sampleroverride, float xpanning, float ypanning, FTexture *det, float detscale, FTexture *glow)
|
||||
{
|
||||
int usepalette = fixpalette >= 1 ? fixpalette - 1 : curbasepal;
|
||||
int usepalswap = fixpalswap >= 1 ? fixpalswap - 1 : palette;
|
||||
|
@ -155,9 +155,10 @@ bool GLInstance::SetTexture(FTexture* tex, int palette, int method, int samplero
|
|||
auto sampler = (method & DAMETH_CLAMPED) ? (sampleroverride != -1 ? sampleroverride : SamplerClampXY) : SamplerRepeat;
|
||||
|
||||
BindTexture(0, mtex, sampler);
|
||||
if (rep && ((rep->scale.x != 1.0f) || (rep->scale.y != 1.0f)))
|
||||
if (rep && (rep->scale.x != 1.0f || rep->scale.y != 1.0f || xpanning != 0 || ypanning != 0))
|
||||
{
|
||||
texmat.loadIdentity();
|
||||
texmat.translate(xpanning, ypanning, 0);
|
||||
texmat.scale(rep->scale.x, rep->scale.y, 1.0f);
|
||||
GLInterface.SetMatrix(Matrix_Texture, &texmat);
|
||||
MatrixChange |= 1;
|
||||
|
@ -166,24 +167,30 @@ bool GLInstance::SetTexture(FTexture* tex, int palette, int method, int samplero
|
|||
// Also load additional layers needed for this texture.
|
||||
if (r_detailmapping && usehightile)
|
||||
{
|
||||
auto drep = currentTexture->FindReplacement(DETAILPAL);
|
||||
if (drep)
|
||||
float detscalex = detscale, detscaley = detscale;
|
||||
if (!(method & DAMETH_MODEL))
|
||||
{
|
||||
auto htex = LoadTexture(drep->faces[0], TT_HICREPLACE, 0);
|
||||
auto drep = currentTexture->FindReplacement(DETAILPAL);
|
||||
if (drep)
|
||||
{
|
||||
det = drep->faces[0];
|
||||
detscalex = drep->scale.x;
|
||||
detscaley = drep->scale.y;
|
||||
}
|
||||
}
|
||||
if (det)
|
||||
{
|
||||
auto htex = LoadTexture(det, TT_HICREPLACE, 0);
|
||||
UseDetailMapping(true);
|
||||
BindTexture(3, htex, SamplerRepeat);
|
||||
|
||||
texmat.loadIdentity();
|
||||
// Q: Pass the scale factor as a separate uniform to get rid of the additional matrix?
|
||||
if (MatrixChange & 1) MatrixChange |= 2;
|
||||
else texmat.loadIdentity();
|
||||
|
||||
if (rep && ((rep->scale.x != 1.0f) || (rep->scale.y != 1.0f)))
|
||||
if ((detscalex != 1.0f) || (detscaley != 1.0f))
|
||||
{
|
||||
texmat.scale(rep->scale.x, rep->scale.y, 1.0f);
|
||||
MatrixChange |= 2;
|
||||
}
|
||||
|
||||
if ((drep->scale.x != 1.0f) || (drep->scale.y != 1.0f))
|
||||
{
|
||||
texmat.scale(drep->scale.x, drep->scale.y, 1.0f);
|
||||
texmat.scale(detscalex, detscaley, 1.0f);
|
||||
MatrixChange |= 2;
|
||||
}
|
||||
if (MatrixChange & 2) GLInterface.SetMatrix(Matrix_Detail, &texmat);
|
||||
|
@ -191,13 +198,19 @@ bool GLInstance::SetTexture(FTexture* tex, int palette, int method, int samplero
|
|||
}
|
||||
if (r_glowmapping && usehightile)
|
||||
{
|
||||
auto drep = currentTexture->FindReplacement(GLOWPAL);
|
||||
if (drep)
|
||||
if (!(method & DAMETH_MODEL))
|
||||
{
|
||||
auto htex = LoadTexture(drep->faces[0], TT_HICREPLACE, 0);
|
||||
auto drep = currentTexture->FindReplacement(DETAILPAL);
|
||||
if (drep)
|
||||
{
|
||||
glow = drep->faces[0];
|
||||
}
|
||||
}
|
||||
if (glow)
|
||||
{
|
||||
auto htex = LoadTexture(glow, TT_HICREPLACE, 0);
|
||||
UseGlowMapping(true);
|
||||
BindTexture(4, htex, SamplerRepeat);
|
||||
|
||||
}
|
||||
}
|
||||
if (!(tex->PicAnim.sf & PICANM_NOFULLBRIGHT_BIT) && !(globalflags & GLOBAL_NO_GL_FULLBRIGHT))
|
||||
|
@ -235,4 +248,3 @@ bool GLInstance::SetTexture(FTexture* tex, int palette, int method, int samplero
|
|||
}
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -156,7 +156,6 @@ bool PolymostShader::Load(const char * name, const char * vert_prog, const char
|
|||
ModelMatrix.Init(hShader, "u_modelMatrix");
|
||||
ProjectionMatrix.Init(hShader, "u_projectionMatrix");
|
||||
DetailMatrix.Init(hShader, "u_detailMatrix");
|
||||
GlowMatrix.Init(hShader, "u_glowMatrix");
|
||||
TextureMatrix.Init(hShader, "u_textureMatrix");
|
||||
|
||||
|
||||
|
@ -166,7 +165,6 @@ bool PolymostShader::Load(const char * name, const char * vert_prog, const char
|
|||
VSMatrix identity(0);
|
||||
TextureMatrix.Set(identity.get());
|
||||
DetailMatrix.Set(identity.get());
|
||||
GlowMatrix.Set(identity.get());
|
||||
|
||||
int SamplerLoc;
|
||||
SamplerLoc = glGetUniformLocation(hShader, "s_texture");
|
||||
|
|
|
@ -56,7 +56,6 @@ public:
|
|||
FUniformMatrix4f ModelMatrix;
|
||||
FUniformMatrix4f ProjectionMatrix;
|
||||
FUniformMatrix4f DetailMatrix;
|
||||
FUniformMatrix4f GlowMatrix;
|
||||
FUniformMatrix4f TextureMatrix;
|
||||
|
||||
public:
|
||||
|
|
|
@ -334,10 +334,6 @@ void GLInstance::SetMatrix(int num, const VSMatrix *mat)
|
|||
polymostShader->DetailMatrix.Set(mat->get());
|
||||
break;
|
||||
|
||||
case Matrix_Glow:
|
||||
polymostShader->GlowMatrix.Set(mat->get());
|
||||
break;
|
||||
|
||||
case Matrix_Texture:
|
||||
polymostShader->TextureMatrix.Set(mat->get());
|
||||
break;
|
||||
|
|
|
@ -141,7 +141,6 @@ enum EMatrixType
|
|||
Matrix_Projection,
|
||||
Matrix_ModelView,
|
||||
Matrix_Detail,
|
||||
Matrix_Glow,
|
||||
Matrix_Texture,
|
||||
// These are the only ones being used.
|
||||
NUMMATRICES
|
||||
|
@ -382,7 +381,20 @@ public:
|
|||
FHardwareTexture* CreateIndexedTexture(FTexture* tex);
|
||||
FHardwareTexture* CreateTrueColorTexture(FTexture* tex, int palid, bool checkfulltransparency = false);
|
||||
FHardwareTexture *LoadTexture(FTexture* tex, int texturetype, int palid);
|
||||
bool SetTexture(FTexture* tex, int palette, int method, int sampleroverride = -1);
|
||||
bool SetTextureInternal(FTexture* tex, int palette, int method, int sampleroverride, float xpanning, float ypanning, FTexture *det, float detscale, FTexture *glow);
|
||||
|
||||
|
||||
bool SetTexture(FTexture* tex, int palette, int method, int sampleroverride)
|
||||
{
|
||||
return SetTextureInternal(tex, palette, method, sampleroverride, 0, 0, nullptr, 1, nullptr);
|
||||
}
|
||||
|
||||
bool SetModelTexture(FTexture *tex, int palette, float xpanning, float ypanning, FTexture *det, float detscale, FTexture *glow)
|
||||
{
|
||||
return SetTextureInternal(tex, palette, DAMETH_MODEL, -1, xpanning, ypanning, det, detscale, glow);
|
||||
}
|
||||
|
||||
)
|
||||
};
|
||||
|
||||
extern GLInstance GLInterface;
|
||||
|
|
|
@ -37,7 +37,6 @@ in vec4 v_color;
|
|||
in float v_distance;
|
||||
in vec4 v_texCoord;
|
||||
in vec4 v_detailCoord;
|
||||
in vec4 v_glowCoord;
|
||||
in float v_fogCoord;
|
||||
|
||||
const float c_basepalScale = 255.0/256.0;
|
||||
|
@ -210,7 +209,7 @@ void main()
|
|||
|
||||
if (u_useGlowMapping != 0.0 && u_useColorOnly == 0.0)
|
||||
{
|
||||
vec4 glowColor = texture2D(s_glow, v_glowCoord.xy);
|
||||
vec4 glowColor = texture2D(s_glow, v_texCoord.xy);
|
||||
color.rgb = mix(color.rgb, glowColor.rgb, glowColor.a);
|
||||
}
|
||||
|
||||
|
|
|
@ -4,7 +4,6 @@ out vec4 v_color;
|
|||
out float v_distance;
|
||||
out vec4 v_texCoord;
|
||||
out vec4 v_detailCoord;
|
||||
out vec4 v_glowCoord;
|
||||
out float v_fogCoord;
|
||||
|
||||
uniform float u_usePalette;
|
||||
|
@ -12,7 +11,6 @@ uniform mat4 u_rotMatrix;
|
|||
uniform mat4 u_modelMatrix;
|
||||
uniform mat4 u_projectionMatrix;
|
||||
uniform mat4 u_detailMatrix;
|
||||
uniform mat4 u_glowMatrix;
|
||||
uniform mat4 u_textureMatrix;
|
||||
|
||||
in vec4 i_vertPos;
|
||||
|
@ -33,7 +31,6 @@ void main()
|
|||
|
||||
v_texCoord = u_textureMatrix * i_texCoord;
|
||||
v_detailCoord = u_detailMatrix * i_texCoord;
|
||||
v_glowCoord = u_glowMatrix * i_texCoord;
|
||||
|
||||
v_fogCoord = abs(eyeCoordPosition.z);
|
||||
|
||||
|
|
Loading…
Reference in a new issue