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- use high level textures to render voxels.
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parent
cca4fc609f
commit
cdcb25bc1f
7 changed files with 55 additions and 53 deletions
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@ -194,7 +194,7 @@ struct voxmodel_t : public mdmodel_t
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vec3_t siz;
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vec3f_t piv;
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int32_t is8bit;
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TMap<int, OpenGLRenderer::FHardwareTexture*> *texIds;
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TMap<int, FGameTexture*> *texIds;
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};
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EXTERN mdmodel_t **models;
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@ -1726,7 +1726,7 @@ static int32_t polymost_md3draw(md3model_t *m, tspriteptr_t tspr)
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}
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#endif
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int palid = TRANSLATION(Translation_Remap + curbasepal, globalpal);
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GLInterface.SetModelTexture(tex, palid, det, detscale, glow);
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GLInterface.SetTexture(-1, tex, palid, 0, CLAMP_XY);
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if (tspr->clipdist & TSPR_FLAGS_MDHACK)
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{
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@ -420,11 +420,13 @@ static void polymost_drawpoly(vec2f_t const * const dpxy, int32_t const n, int32
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polymost_outputGLDebugMessage(3, "polymost_drawpoly(dpxy:%p, n:%d, method_:%X), method: %X", dpxy, n, method_, method);
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// This only takes effect for textures with their default set to SamplerClampXY.
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int sampleroverride;
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if (drawpoly_srepeat && drawpoly_trepeat) sampleroverride = SamplerRepeat;
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else if (drawpoly_srepeat) sampleroverride = SamplerClampY;
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else if (drawpoly_trepeat) sampleroverride = SamplerClampX;
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else sampleroverride = SamplerClampXY;
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int sampleroverride = CLAMP_NONE;
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if (method & DAMETH_CLAMPED)
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{
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if (drawpoly_srepeat) sampleroverride |= CLAMP_Y;
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if (drawpoly_trepeat) sampleroverride |= CLAMP_X;
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}
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int palid = TRANSLATION(Translation_Remap + curbasepal, globalpal);
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bool success = GLInterface.SetTexture(globalpicnum, tileGetTexture(globalpicnum), palid, method, sampleroverride);
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@ -11,6 +11,7 @@
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#include "mdsprite.h"
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#include "v_video.h"
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#include "flatvertices.h"
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#include "texturemanager.h"
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#include "palette.h"
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#include "../../glbackend/glbackend.h"
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@ -32,42 +33,59 @@ static int32_t *shcntmal, *shcnt = 0, shcntp;
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static int32_t mytexo5, *zbit, gmaxx, gmaxy, garea, pow2m1[33];
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static voxmodel_t *gvox;
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class FStaticImage : public FImageSource
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{
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TArray<uint8_t> buffer;
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public:
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FStaticImage(int w, int h, TArray<uint8_t>& srcbuffer)
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{
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Width = w;
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Height = h;
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buffer = std::move(srcbuffer);
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bUseGamePalette = false;
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}
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int CopyPixels(FBitmap* bmp, int conversion) override
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{
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*bmp = FBitmap(buffer.Data(), 4*Width, Width, Height);
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return 0;
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}
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};
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//pitch must equal xsiz*4
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static OpenGLRenderer::FHardwareTexture *gloadtex(const int32_t *picbuf, int32_t xsiz, int32_t ysiz, int32_t is8bit, const PalEntry *paldata)
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static FGameTexture *gloadtex(const int32_t *picbuf, int32_t xsiz, int32_t ysiz, int32_t is8bit, const PalEntry *paldata)
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{
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// Correct for GL's RGB order; also apply gamma here:
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const coltype *const pic = (const coltype *)picbuf;
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coltype *pic2 = (coltype *)Xmalloc(xsiz*ysiz*sizeof(coltype));
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TArray<uint8_t> buffer(xsiz * ysiz * sizeof(PalEntry));
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PalEntry* pic2 = (PalEntry*)buffer.Data();
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if (!is8bit)
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{
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for (bssize_t i=xsiz*ysiz-1; i>=0; i--)
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for (int i=xsiz*ysiz-1; i>=0; i--)
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{
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pic2[i].r = pic[i].b;
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pic2[i].r = pic[i].r;
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pic2[i].g = pic[i].g;
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pic2[i].b = pic[i].r;
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pic2[i].b = pic[i].b;
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pic2[i].a = 255;
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}
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}
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else
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{
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for (bssize_t i=xsiz*ysiz-1; i>=0; i--)
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for (int i=xsiz*ysiz-1; i>=0; i--)
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{
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const int32_t ii = pic[i].a;
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pic2[i].r = paldata[ii].b;
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pic2[i].r = paldata[ii].r;
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pic2[i].g = paldata[ii].g;
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pic2[i].b = paldata[ii].r;
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pic2[i].b = paldata[ii].b;
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pic2[i].a = 255;
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}
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}
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auto tex = GLInterface.NewTexture(4);
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tex->CreateTexture((uint8_t*)pic2, xsiz, ysiz, 15, true, "Voxel"); // Mipmap should be false for this but currently this causes render errors because the proper sampler cannot be selected.
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Xfree(pic2);
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return tex;
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auto tt = MakeGameTexture(new FImageTexture(new FStaticImage(xsiz, ysiz, buffer)), "", ETextureType::Special);
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TexMan.AddGameTexture(tt, false);
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return tt;
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}
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static int32_t getvox(int32_t x, int32_t y, int32_t z)
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@ -838,18 +856,6 @@ void voxfree(voxmodel_t *m)
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DO_FREE_AND_NULL(m->mytex);
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DO_FREE_AND_NULL(m->quad);
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if (m->texIds)
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{
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TMap<int, OpenGLRenderer::FHardwareTexture*>::Iterator it(*m->texIds);
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TMap<int, OpenGLRenderer::FHardwareTexture*>::Pair* pair;
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while (it.NextPair(pair))
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{
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if (pair->Value) delete pair->Value;
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}
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delete m->texIds;
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}
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Xfree(m);
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}
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@ -1084,11 +1090,6 @@ int32_t polymost_voxdraw(voxmodel_t *m, tspriteptr_t const tspr)
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pc[0] = pc[1] = pc[2] = 1.f;
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auto& h = lookups.tables[globalpal];
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if (h.tintFlags & (TINTF_USEONART|TINTF_ALWAYSUSEART))
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GLInterface.SetTinting(h.tintFlags, h.tintColor, h.tintColor);
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else
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GLInterface.SetTinting(-1, 0xffffff, 0xffffff);
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if (!shadowHack)
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{
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@ -1135,9 +1136,9 @@ int32_t polymost_voxdraw(voxmodel_t *m, tspriteptr_t const tspr)
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#if 1
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int palId = TRANSLATION(Translation_Remap + curbasepal, globalpal);
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auto palette = GPalette.TranslationToTable(palId);
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if (!m->texIds) m->texIds = new TMap<int, OpenGLRenderer::FHardwareTexture*>;
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if (!m->texIds) m->texIds = new TMap<int, FGameTexture*>;
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auto pTex = m->texIds->CheckKey(palId);
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OpenGLRenderer::FHardwareTexture* htex;
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FGameTexture* htex;
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if (!pTex)
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{
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htex = gloadtex(m->mytex, m->mytexx, m->mytexy, m->is8bit, palette->Palette);
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@ -1149,7 +1150,15 @@ int32_t polymost_voxdraw(voxmodel_t *m, tspriteptr_t const tspr)
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}
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GLInterface.SetPalswap(globalpal);
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GLInterface.BindTexture(0, htex, -1);
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GLInterface.SetTexture(-1, htex, 0/*TRANSLATION(Translation_Remap + curbasepal, globalpal)*/, 0, CLAMP_XY);
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// This must be done after setting up the texture.
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auto& h = lookups.tables[globalpal];
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if (h.tintFlags & (TINTF_USEONART|TINTF_ALWAYSUSEART))
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GLInterface.SetTinting(h.tintFlags, h.tintColor, h.tintColor);
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else
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GLInterface.SetTinting(-1, 0xffffff, 0xffffff);
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GLInterface.UseBrightmaps(false);
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GLInterface.UseGlowMapping(false);
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GLInterface.UseDetailMapping(false);
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@ -61,7 +61,7 @@ OpenGLRenderer::FHardwareTexture* GLInstance::LoadTexture(FTexture *tex, int tex
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return hwtex;
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}
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bool GLInstance::SetTextureInternal(int picnum, FGameTexture* tex, int paletteid, int method, int sampleroverride, FGameTexture *det, float detscale, FGameTexture *glow)
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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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@ -289,7 +289,7 @@ void PolymostRenderState::Apply(PolymostShader* shader, GLState &oldState)
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bool reset = false;
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for (int i = 0; i < MAX_TEXTURES; i++)
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{
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if (texIds[i] != oldState.TexId[i] || samplerIds[i] != oldState.SamplerId[i])
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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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@ -480,17 +480,8 @@ public:
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}
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OpenGLRenderer::FHardwareTexture *LoadTexture(FTexture* tex, int texturetype, int palid);
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bool SetTextureInternal(int globalpicnum, FGameTexture* tex, int palette, int method, int sampleroverride, FGameTexture *det, float detscale, FGameTexture *glow);
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bool SetTexture(int globalpicnum, FGameTexture* tex, int palette, int method, int sampleroverride)
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{
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return SetTextureInternal(globalpicnum, tex, palette, method, sampleroverride, nullptr, 1, nullptr);
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}
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bool SetModelTexture(FGameTexture *tex, int palette, FGameTexture *det, float detscale, FGameTexture *glow)
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{
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return SetTextureInternal(-1, tex, palette, 8/*DAMETH_MODEL*/, -1, det, detscale, glow);
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}
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bool SetTexture(int globalpicnum, FGameTexture* tex, int palette, int method, int sampleroverride);
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};
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extern GLInstance GLInterface;
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