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- camtex transition
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parent
c26b6cdf59
commit
ab2686db34
5 changed files with 10 additions and 11 deletions
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@ -5392,7 +5392,7 @@ void renderSetTarget(int16_t tilenume, int32_t xsiz, int32_t ysiz)
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return;
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OpenGLRenderer::GLRenderer->StartOffscreen();
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OpenGLRenderer::GLRenderer->BindToFrameBuffer(tileGetTexture(tilenume));
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OpenGLRenderer::GLRenderer->BindToFrameBuffer(tileGetTexture(tilenume)->GetTexture());
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//DRAWROOMS TO TILE BACKUP&SET CODE
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bakxsiz = xdim; bakysiz = ydim;
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@ -217,7 +217,6 @@ void OpenGLFrameBuffer::CopyScreenToBuffer(int width, int height, uint8_t* scr)
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void OpenGLFrameBuffer::RenderTextureView(FCanvasTexture* tex, std::function<void(IntRect &)> renderFunc)
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{
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#if 0
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GLRenderer->StartOffscreen();
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GLRenderer->BindToFrameBuffer(tex);
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@ -231,7 +230,6 @@ void OpenGLFrameBuffer::RenderTextureView(FCanvasTexture* tex, std::function<voi
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tex->SetUpdated(true);
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static_cast<OpenGLFrameBuffer*>(screen)->camtexcount++;
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#endif
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}
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//===========================================================================
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@ -55,7 +55,6 @@
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#include "model.h"
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#include "gl_postprocessstate.h"
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#include "gl_buffers.h"
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#include "gl_hwtexture.h"
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#include "texturemanager.h"
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EXTERN_CVAR(Int, screenblocks)
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@ -159,19 +158,19 @@ void FGLRenderer::EndOffscreen()
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//
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//===========================================================================
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void FGLRenderer::BindToFrameBuffer(FGameTexture *mat)
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void FGLRenderer::BindToFrameBuffer(FTexture *tex)
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{
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auto pBaseLayer = mat->GetTexture()->SystemTextures.GetHardwareTexture(0, false);
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auto pBaseLayer = tex->SystemTextures.GetHardwareTexture(0, false);
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auto BaseLayer = pBaseLayer ? (OpenGLRenderer::FHardwareTexture*)pBaseLayer : nullptr;
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if (BaseLayer == nullptr)
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{
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// must create the hardware texture first
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BaseLayer = new FHardwareTexture(4);
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BaseLayer->CreateTexture(nullptr, mat->GetTexelWidth() * 4, mat->GetTexelHeight() * 4, 15, false, "Camtex");
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mat->GetTexture()->SystemTextures.AddHardwareTexture(0, false, BaseLayer);
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BaseLayer->CreateTexture(nullptr, tex->GetWidth(), tex->GetHeight(), 15, false, "Camtex");
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tex->SystemTextures.AddHardwareTexture(0, false, BaseLayer);
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}
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BaseLayer->BindToFrameBuffer(mat->GetTexelWidth()*4, mat->GetTexelHeight()*4);
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BaseLayer->BindToFrameBuffer(tex->GetWidth(), tex->GetHeight());
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}
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//===========================================================================
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@ -84,7 +84,7 @@ public:
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bool StartOffscreen();
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void EndOffscreen();
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void BindToFrameBuffer(FGameTexture* tex);
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void BindToFrameBuffer(FTexture* tex);
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private:
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@ -324,7 +324,9 @@ void BuildTiles::InvalidateTile(int num)
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void BuildTiles::MakeCanvas(int tilenum, int width, int height)
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{
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auto canvas = ValidateCustomTile(tilenum, ReplacementType::Canvas);
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canvas->SetSize(width, height);
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canvas->SetSize(width*4, height*4);
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canvas->SetDisplaySize(width, height);
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canvas->GetTexture()->SetSize(width * 4, height * 4);
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static_cast<FCanvasTexture*>(canvas->GetTexture())->aspectRatio = (float)width / height;
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}
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