/* ** 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. // //=========================================================================== bool GLInstance::SetTexture(int picnum, FGameTexture* tex, int paletteid, int sampler) { TexturePick texpick; if (!PickTexture(picnum, tex, paletteid, texpick)) return false; int TextureType = (texpick.translation & 0x80000000) ? TT_INDEXED : TT_TRUECOLOR; if (TextureType == TT_INDEXED) { sampler = sampler + CLAMP_NOFILTER - CLAMP_NONE; } // This is intentionally the same value for both parameters. The shader does not use the same uniform for modulation and overlay colors. SetTinting(texpick.tintFlags, texpick.tintColor, texpick.tintColor); int lookuppal = texpick.translation & 0x7fffffff; SetPalswap(GetTranslationIndex(lookuppal)); SetBasepalTint(texpick.basepalTint); auto &mat = renderState.mMaterial; int flags = hw_useindexedcolortextures ? CTF_Indexed : 0; mat.mMaterial = FMaterial::ValidateTexture(tex, flags); // 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); return true; } //=========================================================================== // // stand-ins for the texture system. Nothing of this is used right now, but needs to be present to satisfy the linker // //=========================================================================== void InitBuildTiles() { } TArray usershaders; void UpdateVRModes(bool considerQuadBuffered = true) { // should update the menu. }