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Split Polymer artmap setup into polymer_setupartmap()
git-svn-id: https://svn.eduke32.com/eduke32@5480 1a8010ca-5511-0410-912e-c29ae57300e0
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61059816b8
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1 changed files with 83 additions and 80 deletions
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@ -4839,41 +4839,11 @@ static void polymer_getscratchmaterial(_prmaterial* material)
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material->mdspritespace = GL_FALSE;
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}
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static _prbucket* polymer_getbuildmaterial(_prmaterial* material, int16_t tilenum, char pal, int8_t shade, int8_t vis, int32_t cmeth)
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static void polymer_setupartmap(int16_t tilenum, char pal)
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{
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pthtyp* pth;
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int32_t usinghighpal = 0;
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_prbucket* bucketptr;
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// find corresponding bucket; XXX key that with pr_buckets later, need to be tied to restartvid
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bucketptr = polymer_findbucket(tilenum, pal);
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polymer_getscratchmaterial(material);
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if (!waloff[tilenum])
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loadtile(tilenum);
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// PR_BIT_DIFFUSE_MAP
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pth = texcache_fetch(tilenum, pal, 0, cmeth);
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if (pth)
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{
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material->diffusemap = pth->glpic;
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if (pth->hicr)
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{
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material->diffusescale[0] = pth->hicr->scale.x;
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material->diffusescale[1] = pth->hicr->scale.y;
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}
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}
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int32_t usinghighpal = 0;
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// Lazily fill in all the textures we need, move this to precaching later
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if (pr_artmapping && !(globalflags & GLOBAL_NO_GL_TILESHADES) && polymer_eligible_for_artmap(tilenum, pth)) {
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if (!prartmaps[tilenum]) {
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char *tilebuffer = (char *)waloff[tilenum];
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char *tempbuffer = (char *)Xmalloc(tilesiz[tilenum].x * tilesiz[tilenum].y);
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char *tilebuffer = (char *) waloff[tilenum];
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char *tempbuffer = (char *) Xmalloc(tilesiz[tilenum].x * tilesiz[tilenum].y);
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int i, j, k;
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i = k = 0;
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@ -4920,8 +4890,8 @@ static _prbucket* polymer_getbuildmaterial(_prmaterial* material, int16_t tile
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basepaltable[curbasepal]);
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bglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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bglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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bglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, glinfo.clamptoedge?GL_CLAMP_TO_EDGE:GL_CLAMP);
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bglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, glinfo.clamptoedge?GL_CLAMP_TO_EDGE:GL_CLAMP);
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bglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, glinfo.clamptoedge ? GL_CLAMP_TO_EDGE : GL_CLAMP);
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bglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, glinfo.clamptoedge ? GL_CLAMP_TO_EDGE : GL_CLAMP);
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bglBindTexture(GL_TEXTURE_2D, 0);
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}
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@ -4939,10 +4909,43 @@ static _prbucket* polymer_getbuildmaterial(_prmaterial* material, int16_t tile
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palookup[pal]);
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bglTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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bglTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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bglTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_WRAP_S, glinfo.clamptoedge?GL_CLAMP_TO_EDGE:GL_CLAMP);
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bglTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_WRAP_T, glinfo.clamptoedge?GL_CLAMP_TO_EDGE:GL_CLAMP);
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bglTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_WRAP_S, glinfo.clamptoedge ? GL_CLAMP_TO_EDGE : GL_CLAMP);
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bglTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_WRAP_T, glinfo.clamptoedge ? GL_CLAMP_TO_EDGE : GL_CLAMP);
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bglBindTexture(GL_TEXTURE_RECTANGLE, 0);
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}
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}
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static _prbucket* polymer_getbuildmaterial(_prmaterial* material, int16_t tilenum, char pal, int8_t shade, int8_t vis, int32_t cmeth)
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{
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// find corresponding bucket; XXX key that with pr_buckets later, need to be tied to restartvid
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_prbucket *bucketptr = polymer_findbucket(tilenum, pal);
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polymer_getscratchmaterial(material);
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if (!waloff[tilenum])
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loadtile(tilenum);
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// PR_BIT_DIFFUSE_MAP
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pthtyp *pth = texcache_fetch(tilenum, pal, 0, cmeth);
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if (pth)
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{
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material->diffusemap = pth->glpic;
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if (pth->hicr)
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{
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material->diffusescale[0] = pth->hicr->scale.x;
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material->diffusescale[1] = pth->hicr->scale.y;
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}
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}
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int32_t usinghighpal = 0;
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// Lazily fill in all the textures we need, move this to precaching later
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if (pr_artmapping && !(globalflags & GLOBAL_NO_GL_TILESHADES) && polymer_eligible_for_artmap(tilenum, pth))
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{
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if (!prartmaps[tilenum] || !prbasepalmaps[curbasepal] || !prlookups[pal])
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polymer_setupartmap(tilenum, pal);
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material->artmap = prartmaps[tilenum];
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material->basepalmap = prbasepalmaps[curbasepal];
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@ -4953,7 +4956,7 @@ static _prbucket* polymer_getbuildmaterial(_prmaterial* material, int16_t tile
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}
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material->shadeoffset = shade;
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material->visibility = ((uint8_t)(vis+16) / 16.0f);
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material->visibility = ((uint8_t) (vis+16) / 16.0f);
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// all the stuff below is mutually exclusive with artmapping
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goto done;
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