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https://github.com/ZDoom/raze-gles.git
synced 2024-11-10 14:52:01 +00:00
- use FMaterial.
This commit is contained in:
parent
423f758314
commit
58c62e071c
5 changed files with 127 additions and 107 deletions
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@ -307,7 +307,11 @@ bool FHardwareTexture::BindOrCreate(FTexture *tex, int texunit, int clampmode, i
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// Bind it to the system.
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if (!Bind(texunit, needmipmap))
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{
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if (flags & CTF_Indexed)
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{
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glTextureBytes = 1;
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forcenofilter = true;
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}
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int w = 0, h = 0;
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// Create this texture
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@ -331,7 +335,7 @@ bool FHardwareTexture::BindOrCreate(FTexture *tex, int texunit, int clampmode, i
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return false;
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}
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}
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if (forcenofilter) clampmode += CLAMP_NOFILTER - CLAMP_NONE;
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if (forcenofilter && clampmode <= CLAMP_XY) clampmode += CLAMP_NOFILTER - CLAMP_NONE;
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GLRenderer->mSamplerManager->Bind(texunit, clampmode, 255);
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return true;
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}
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@ -70,6 +70,23 @@ struct FDepthBiasState
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}
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};
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struct FMaterialState
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{
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FMaterial* mMaterial;
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int mClampMode;
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int mTranslation;
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int mOverrideShader;
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bool mChanged;
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void Reset()
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{
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mMaterial = nullptr;
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mTranslation = 0;
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mClampMode = CLAMP_NONE;
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mOverrideShader = -1;
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mChanged = false;
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}
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};
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struct PolymostRenderState
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{
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@ -89,6 +106,7 @@ struct PolymostRenderState
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PalEntry fullscreenTint = 0xffffff, hictint = 0xffffff, hictint_overlay = 0xffffff;
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int hictint_flags = -1;
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FDepthBiasState mBias{ };
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FMaterialState mMaterial;
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OpenGLRenderer::FHardwareTexture* PaletteTexture = nullptr, * LookupTexture = nullptr;
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int StateFlags = STF_COLORMASK|STF_DEPTHMASK;
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@ -97,9 +115,9 @@ struct PolymostRenderState
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PalEntry ClearColor = 0;
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short vp_x, vp_y, vp_w, vp_h;
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short sc_x = SHRT_MIN, sc_y, sc_w, sc_h;
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int texIds[4], samplerIds[4];
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PalEntry FogColor;
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void ApplyMaterial(FMaterial* mat, int clampmode, int translation, int overrideshader);
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void Apply(PolymostShader *shader, GLState &oldstate);
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};
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@ -63,113 +63,39 @@ OpenGLRenderer::FHardwareTexture* GLInstance::LoadTexture(FTexture *tex, int tex
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bool GLInstance::SetTexture(int picnum, FGameTexture* tex, int paletteid, int method, int sampleroverride)
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{
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TexturePick pick;
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if (!PickTexture(picnum, tex, paletteid, pick)) return false;
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TexturePick texpick;
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if (!PickTexture(picnum, tex, paletteid, texpick)) return false;
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GLInterface.SetPalette(GetTranslationType(pick.translation & 0x7fffffff) - Translation_Remap);
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GLInterface.SetPalswap(GetTranslationIndex(pick.translation));
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GLInterface.SetBasepalTint(pick.basepalTint);
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bool texbound[3] = {};
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//int MatrixChange = 0;
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//VSMatrix texmat;
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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.
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GLInterface.SetTinting(pick.tintFlags, pick.tintColor, pick.tintColor);
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// Load the main texture
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int TextureType = (pick.translation & 0x80000000) ? TT_INDEXED : TT_TRUECOLOR;
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int lookuppal = pick.translation & 0x7fffffff;
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int bindflags = 0;
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auto mtex = LoadTexture(tex->GetTexture(), TextureType, lookuppal);
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if (mtex)
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{
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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;
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if (TextureType == TT_INDEXED)
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{
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sampler = sampler + SamplerNoFilterRepeat - SamplerRepeat;
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bindflags = CTF_Indexed;
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}
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else if (tex->isHardwareCanvas())
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{
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sampler = CLAMP_CAMTEX;
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}
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UseDetailMapping(false);
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UseGlowMapping(false);
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UseBrightmaps(false);
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mtex->BindOrCreate(tex->GetTexture(), 0, sampler, lookuppal, bindflags);
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BindTexture(0, mtex, sampler);
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// Needs a) testing and b) verification for correctness. This doesn't look like it makes sense.
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#if 0
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if (rep && (rep->scale.x != 1.0f || rep->scale.y != 1.0f))
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{
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//texmat.loadIdentity();
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//texmat.scale(rep->scale.x, rep->scale.y, 1.0f);
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//GLInterface.SetMatrix(Matrix_Texture, &texmat);
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}
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#endif
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// Also load additional layers needed for this texture.
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if (hw_detailmapping)
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{
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auto det = tex->GetDetailmap();
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auto detscale = tex->GetDetailScale();
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if (det)
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{
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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);
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BindTexture(2, htex, SamplerRepeat);
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texbound[0] = true;
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/* todo:
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GLInterface.SetDetailScale(detscale);
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*/
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}
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}
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if (hw_glowmapping)
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{
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auto glow = tex->GetGlowmap();
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if (glow)
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{
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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);
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BindTexture(3, htex, SamplerRepeat);
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texbound[1] = true;
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}
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}
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if (!(globalflags & GLOBAL_NO_GL_FULLBRIGHT))
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{
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auto btex = tex->GetBrightmap();
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if (btex)
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{
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auto htex = LoadTexture(btex, TT_TRUECOLOR, lookuppal);
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if (htex != nullptr)
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{
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UseBrightmaps(true);
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htex->BindOrCreate(btex, 1, sampler, 0, CTF_Upscale);
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BindTexture(1, htex, sampler);
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texbound[2] = true;
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}
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}
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}
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if (!texbound[0]) UnbindTexture(2);
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if (!texbound[1]) UnbindTexture(3);
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if (!texbound[2]) UnbindTexture(1);
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}
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else return false;
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int lookuppal = texpick.translation & 0x7fffffff;
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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.
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GLInterface.SetTinting(texpick.tintFlags, texpick.tintColor, texpick.tintColor);
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GLInterface.SetPalette(GetTranslationType(lookuppal) - Translation_Remap);
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GLInterface.SetPalswap(GetTranslationIndex(lookuppal));
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GLInterface.SetBasepalTint(texpick.basepalTint);
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auto &mat = renderState.mMaterial;
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mat.mMaterial = FMaterial::ValidateTexture(tex, 0); // todo allow scaling
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mat.mClampMode = sampler;
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mat.mTranslation = texpick.translation;
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mat.mOverrideShader = 0;
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mat.mChanged = true;
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if (TextureType == TT_INDEXED) renderState.Flags |= RF_UsePalette;
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else renderState.Flags &= ~RF_UsePalette;
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GLInterface.SetAlphaThreshold(tex->alphaThreshold);
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return true;
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}
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//===========================================================================
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//
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// stand-ins for the texture system. Nothing of this is used right now, but needs to be present to satisfy the linker
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@ -284,26 +284,78 @@ void GLInstance::DrawImGui(ImDrawData* data)
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}
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//===========================================================================
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//
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// Binds a texture to the renderer
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//
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//===========================================================================
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void PolymostRenderState::ApplyMaterial(FMaterial* mat, int clampmode, int translation, int overrideshader)
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{
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auto tex = mat->Source();
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//mEffectState = overrideshader >= 0 ? overrideshader : mat->GetShaderIndex();
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//mShaderTimer = tex->GetShaderSpeed();
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//SetSpecular(tex->GetGlossiness(), tex->GetSpecularLevel());
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//if (tex->isHardwareCanvas()) static_cast<FCanvasTexture*>(tex->GetTexture())->NeedUpdate();
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clampmode = tex->GetClampMode(clampmode);
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// avoid rebinding the same texture multiple times.
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//if (mat == lastMaterial && lastClamp == clampmode && translation == lastTranslation) return;
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#if 0
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lastMaterial = mat;
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lastClamp = clampmode;
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lastTranslation = translation;
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#endif
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int scf = 0;
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if (Flags & RF_UsePalette)
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{
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scf |= CTF_Indexed;
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translation = -1;
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}
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int usebright = false;
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int maxbound = 0;
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int numLayers = mat->NumLayers();
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MaterialLayerInfo* layer;
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auto base = static_cast<OpenGLRenderer::FHardwareTexture*>(mat->GetLayer(0, translation, &layer));
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scf |= layer->scaleFlags;
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if (base->BindOrCreate(layer->layerTexture, 0, clampmode, translation, scf))
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{
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for (int i = 1; i < numLayers; i++)
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{
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auto systex = static_cast<OpenGLRenderer::FHardwareTexture*>(mat->GetLayer(i, 0, &layer));
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// fixme: Upscale flags must be disabled for certain layers.
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systex->BindOrCreate(layer->layerTexture, i, clampmode, 0, layer->scaleFlags);
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maxbound = i;
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}
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}
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// The palette lookup must be done manually.
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#if 0
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// unbind everything from the last texture that's still active
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for (int i = maxbound + 1; i <= 16/*maxBoundMaterial*/; i++)
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{
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OpenGLRenderer::FHardwareTexture::Unbind(i);
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//maxBoundMaterial = maxbound;
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}
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#endif
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}
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void PolymostRenderState::Apply(PolymostShader* shader, GLState &oldState)
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{
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if (!OpenGLRenderer::GLRenderer) return;
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auto sm = OpenGLRenderer::GLRenderer->mSamplerManager;
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bool reset = false;
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for (int i = 0; i < MAX_TEXTURES; i++)
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if (mMaterial.mChanged)
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{
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if ( texIds[i] != oldState.TexId[i] || samplerIds[i] != oldState.SamplerId[i])
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{
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if (i != 0)
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{
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glActiveTexture(GL_TEXTURE0 + i);
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reset = true;
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}
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glBindTexture(GL_TEXTURE_2D, texIds[i]);
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sm->Bind(i, samplerIds[i], -1);
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oldState.TexId[i] = texIds[i];
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oldState.SamplerId[i] = samplerIds[i];
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}
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mMaterial.mChanged = false;
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ApplyMaterial(mMaterial.mMaterial, mMaterial.mClampMode, mMaterial.mTranslation, mMaterial.mOverrideShader);
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}
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if (PaletteTexture != nullptr)
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{
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PaletteTexture->Bind(4, false);
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@ -9,6 +9,7 @@
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#include "matrix.h"
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#include "palentry.h"
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#include "renderstyle.h"
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#include "hw_material.h"
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class FShader;
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class PolymostShader;
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@ -352,6 +353,24 @@ public:
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SetColor(r * (1 / 255.f), g * (1 / 255.f), b * (1 / 255.f), a * (1 / 255.f));
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}
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void SetMaterial(FMaterial* mat, int clampmode, int translation, int overrideshader)
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{
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assert(mat);
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renderState.mMaterial.mMaterial = mat;
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renderState.mMaterial.mClampMode = clampmode;
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renderState.mMaterial.mTranslation = translation;
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renderState.mMaterial.mOverrideShader = overrideshader;
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renderState.mMaterial.mChanged = true;
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//mTextureModeFlags = mat->GetLayerFlags();
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}
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void SetMaterial(FGameTexture* tex, EUpscaleFlags upscalemask, int scaleflags, int clampmode, int translation, int overrideshader)
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{
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assert(tex);
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if (shouldUpscale(tex, upscalemask)) scaleflags |= CTF_Upscale;
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SetMaterial(FMaterial::ValidateTexture(tex, scaleflags), clampmode, translation, overrideshader);
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}
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#if 0
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void BindTexture(int texunit, OpenGLRenderer::FHardwareTexture* tex, int sampler)
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{
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if (!tex) return;
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@ -379,6 +398,7 @@ public:
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UnbindTexture(texunit);
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}
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}
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#endif
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void UseColorOnly(bool yes)
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{
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