/* ** gl_texture.cpp ** high level GL texture interface ** **--------------------------------------------------------------------------- ** Copyright 2019 Christoph Oelckers ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** ** */ #include "palette.h" #include "build.h" #include "polymost.h" #include "textures.h" #include "bitmap.h" #include "v_font.h" #include "palettecontainer.h" #include "../../glbackend/glbackend.h" #include "texturemanager.h" #include "v_video.h" //=========================================================================== // // Retrieve the texture to be used. // //=========================================================================== OpenGLRenderer::FHardwareTexture* GLInstance::LoadTexture(FTexture *tex, int textype, int palid) { if (textype == TT_INDEXED) palid = -1; auto phwtex = tex->SystemTextures.GetHardwareTexture(palid, false); if (phwtex) return (OpenGLRenderer::FHardwareTexture*)phwtex; auto hwtex = static_cast(screen->CreateHardwareTexture(textype == TT_INDEXED? 1:4)); if (hwtex) tex->SystemTextures.AddHardwareTexture(palid, false, hwtex); return hwtex; } bool GLInstance::SetTexture(int picnum, FGameTexture* tex, int paletteid, int method, int sampleroverride) { TexturePick texpick; if (!PickTexture(picnum, tex, paletteid, texpick)) return false; int TextureType = (texpick.translation & 0x80000000) ? TT_INDEXED : TT_TRUECOLOR; auto sampler = (method & DAMETH_CLAMPED) ? (sampleroverride != -1 ? sampleroverride : SamplerClampXY) : SamplerRepeat; if (TextureType == TT_INDEXED) { sampler = sampler + SamplerNoFilterRepeat - SamplerRepeat; } else if (tex->isHardwareCanvas()) { sampler = CLAMP_CAMTEX; } // This is intentionally the same value for both parameters. The shader does not use the same uniform for modulation and overlay colors. GLInterface.SetTinting(texpick.tintFlags, texpick.tintColor, texpick.tintColor); if (texpick.translation != 0) { int lookuppal = texpick.translation & 0x7fffffff; GLInterface.SetPalette(GetTranslationType(lookuppal) - Translation_Remap); GLInterface.SetPalswap(GetTranslationIndex(lookuppal)); } else { GLInterface.SetPalette(0); GLInterface.SetPalswap(0); } GLInterface.SetBasepalTint(texpick.basepalTint); auto &mat = renderState.mMaterial; mat.mMaterial = FMaterial::ValidateTexture(tex, 0); // todo allow scaling mat.mClampMode = sampler; mat.mTranslation = texpick.translation; mat.mOverrideShader = 0; mat.mChanged = true; if (TextureType == TT_INDEXED) renderState.Flags |= RF_UsePalette; else renderState.Flags &= ~RF_UsePalette; GLInterface.SetAlphaThreshold(tex->alphaThreshold); UseBrightmaps(tex->GetBrightmap() != nullptr); UseGlowMapping(tex->GetGlowmap() != nullptr); UseDetailMapping(tex->GetDetailmap() != nullptr); return true; } //=========================================================================== // // stand-ins for the texture system. Nothing of this is used right now, but needs to be present to satisfy the linker // //=========================================================================== int PalCheck(int tex) { return tex; } void InitBuildTiles() { } TArray usershaders; void UpdateVRModes(bool considerQuadBuffered = true) { // should update the menu. }