raze-gles/source/glbackend/gl_texture.cpp
Christoph Oelckers 120a985b98 - disable palette transparency for color 255 when running an animation.
There's several intro cutscenes using the full palette and for these the color must not be nulled as it should for in-game textures.
2019-12-25 14:13:15 +01:00

325 lines
9.9 KiB
C++

/*
** 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 "hightile.h"
#include "polymost.h"
#include "textures.h"
#include "bitmap.h"
#include "v_font.h"
#include "../../glbackend/glbackend.h"
// Test CVARs.
CVAR(Int, fixpalette, 0, 0)
CVAR(Int, fixpalswap, 0, 0)
template<class T>
void FlipNonSquareBlock(T* dst, const T* src, int x, int y, int srcpitch)
{
for (int i = 0; i < x; ++i)
{
for (int j = 0; j < y; ++j)
{
dst[i * y + j] = src[i + j * srcpitch];
}
}
}
//===========================================================================
//
// Create an indexed version of the requested texture
//
//===========================================================================
FHardwareTexture* GLInstance::CreateIndexedTexture(FTexture* tex)
{
auto siz = tex->GetSize();
const uint8_t* p = tex->Get8BitPixels();
TArray<uint8_t> store(siz.x * siz.y, true);
if (!p)
{
tex->Create8BitPixels(store.Data());
p = store.Data();
}
auto glpic = GLInterface.NewTexture();
glpic->CreateTexture(siz.x, siz.y, FHardwareTexture::Indexed, false);
TArray<uint8_t> flipped(siz.x * siz.y, true);
FlipNonSquareBlock(flipped.Data(), p, siz.y, siz.x, siz.y);
glpic->LoadTexture(flipped.Data());
return glpic;
}
//===========================================================================
//
// Create a true color version of the requested tile
//
//===========================================================================
FHardwareTexture* GLInstance::CreateTrueColorTexture(FTexture* tex, int palid, bool checkfulltransparency, bool rgb8bit)
{
auto palette = palid < 0? nullptr : palmanager.GetPaletteData(palid);
if (palid >= 0 && palette == nullptr) return nullptr;
auto texbuffer = tex->CreateTexBuffer(palette, CTF_ProcessData);
// Check if the texture is fully transparent. When creating a brightmap such textures can be discarded.
if (checkfulltransparency)
{
int siz = texbuffer.mWidth * texbuffer.mHeight * 4;
bool found = false;
for (int i = 3; i < siz; i+=4)
{
if (texbuffer.mBuffer[i] > 0)
{
found = true;
break;
}
}
if (!found) return nullptr;
}
auto glpic = GLInterface.NewTexture();
if (!rgb8bit)
glpic->CreateTexture(texbuffer.mWidth, texbuffer.mHeight, FHardwareTexture::TrueColor, true);
else
glpic->CreateTexture(texbuffer.mWidth, texbuffer.mHeight, FHardwareTexture::Brightmap, false); // Use a more memory friendly format for simple brightmaps.
glpic->LoadTexture(texbuffer.mBuffer);
return glpic;
}
//===========================================================================
//
// Retrieve the texture to be used.
//
//===========================================================================
FHardwareTexture* GLInstance::LoadTexture(FTexture* tex, int textype, int palid)
{
if (textype == TT_INDEXED) palid = -1;
auto phwtex = tex->GetHardwareTexture(palid);
if (phwtex) return *phwtex;
FHardwareTexture *hwtex;
if (textype == TT_INDEXED)
hwtex = CreateIndexedTexture(tex);
else
hwtex = CreateTrueColorTexture(tex, textype == TT_HICREPLACE? -1 : palid, textype == TT_BRIGHTMAP, textype == TT_BRIGHTMAP);
if (hwtex) tex->SetHardwareTexture(palid, hwtex);
return hwtex;
}
//===========================================================================
//
// Sets a texture for rendering. This should be the ONLY place to bind in-game textures
//
//===========================================================================
bool GLInstance::SetTextureInternal(int picnum, FTexture* tex, int palette, int method, int sampleroverride, float xpanning, float ypanning, FTexture *det, float detscale, FTexture *glow)
{
if (tex->GetWidth() <= 0 || tex->GetHeight() <= 0) return false;
int usepalette = fixpalette >= 1 ? fixpalette - 1 : curbasepal;
int usepalswap = fixpalswap >= 1 ? fixpalswap - 1 : palette;
GLInterface.SetPalette(usepalette);
GLInterface.SetPalswap(usepalswap);
TextureType = hw_useindexedcolortextures? TT_INDEXED : TT_TRUECOLOR;
int lookuppal = 0;
VSMatrix texmat;
auto rep = hw_hightile? tex->FindReplacement(palette) : nullptr;
if (rep)
{
// Hightile replacements have only one texture representation and it is always the base.
tex = rep->faces[0];
TextureType = TT_HICREPLACE;
}
else
{
// Only look up the palette if we really want to use it (i.e. when creating a true color texture of an ART tile.)
if (TextureType == TT_TRUECOLOR)
{
/*lookuppal = palmanager.LookupPalette(usepalette, usepalswap, true);
if (lookuppal< 0)*/ lookuppal = palmanager.LookupPalette(usepalette, usepalswap, false, g_nontransparent255);
}
}
// Load the main texture
auto mtex = LoadTexture(tex, TextureType, lookuppal);
if (mtex)
{
auto sampler = (method & DAMETH_CLAMPED) ? (sampleroverride != -1 ? sampleroverride : SamplerClampXY) : SamplerRepeat;
if (TextureType == TT_INDEXED)
{
renderState.Flags |= RF_UsePalette;
sampler = sampler + SamplerNoFilterRepeat - SamplerRepeat;
}
else renderState.Flags &= ~RF_UsePalette;
UseBrightmaps(false);
BindTexture(0, mtex, sampler);
if (rep && (rep->scale.x != 1.0f || rep->scale.y != 1.0f || xpanning != 0 || ypanning != 0))
{
texmat.loadIdentity();
texmat.translate(xpanning, ypanning, 0);
texmat.scale(rep->scale.x, rep->scale.y, 1.0f);
GLInterface.SetMatrix(Matrix_Texture, &texmat);
MatrixChange |= 1;
}
// Also load additional layers needed for this texture.
if (hw_detailmapping && hw_hightile)
{
float detscalex = detscale, detscaley = detscale;
if (!(method & DAMETH_MODEL))
{
auto drep = tex->FindReplacement(DETAILPAL);
if (drep)
{
det = drep->faces[0];
detscalex = drep->scale.x;
detscaley = drep->scale.y;
}
}
if (det)
{
auto htex = LoadTexture(det, TT_HICREPLACE, 0);
UseDetailMapping(true);
BindTexture(3, htex, SamplerRepeat);
// Q: Pass the scale factor as a separate uniform to get rid of the additional matrix?
if (MatrixChange & 1) MatrixChange |= 2;
else texmat.loadIdentity();
if ((detscalex != 1.0f) || (detscaley != 1.0f))
{
texmat.scale(detscalex, detscaley, 1.0f);
MatrixChange |= 2;
}
if (MatrixChange & 2) GLInterface.SetMatrix(Matrix_Detail, &texmat);
}
}
if (hw_glowmapping && hw_hightile)
{
if (!(method & DAMETH_MODEL))
{
auto drep = tex->FindReplacement(DETAILPAL);
if (drep)
{
glow = drep->faces[0];
}
}
if (glow)
{
auto htex = LoadTexture(glow, TT_HICREPLACE, 0);
UseGlowMapping(true);
BindTexture(4, htex, SamplerRepeat);
}
}
#if 1
if (!(tex->PicAnim.sf & PICANM_NOFULLBRIGHT_BIT) && !(globalflags & GLOBAL_NO_GL_FULLBRIGHT) && !tex->NoBrightmapFlag[usepalswap])
{
if (TextureType == TT_HICREPLACE)
{
auto brep = tex->FindReplacement(BRIGHTPAL);
if (brep)
{
LoadTexture(brep->faces[0], TT_HICREPLACE, 0);
UseBrightmaps(true);
BindTexture(5, mtex, sampler);
}
else
{
tex->PicAnim.sf |= PICANM_NOFULLBRIGHT_BIT;
}
}
else if (TextureType == TT_TRUECOLOR)
{
lookuppal = palmanager.LookupPalette(usepalette, usepalswap, true);
if (lookuppal >= 0)
{
auto htex = LoadTexture(tex, TT_BRIGHTMAP, lookuppal);
if (htex == nullptr)
{
// Flag the texture as not being brightmapped for the given palette
tex->NoBrightmapFlag.Set(usepalswap);
}
else
{
UseBrightmaps(true);
BindTexture(5, htex, sampler);
}
}
}
}
#endif
}
else return false;
float al = 0.5f;
if (TextureType == TT_HICREPLACE)
{
al = ((unsigned)picnum < MAXTILES && alphahackarray[picnum] != 0) ? alphahackarray[picnum] * (1.f / 255.f) :
(tex->alphaThreshold >= 0 ? tex->alphaThreshold * (1.f / 255.f) : 0.f);
}
GLInterface.SetAlphaThreshold(al);
return true;
}
//===========================================================================
//
// Sets a named texture for 2D rendering. In this case the palette is
// a direct index into the palette map.
//
//===========================================================================
bool GLInstance::SetNamedTexture(FTexture* tex, int palette, int sampler)
{
auto mtex = LoadTexture(tex, palette>= 0? TT_TRUECOLOR : TT_HICREPLACE, palette);
if (!mtex) return false;
renderState.Flags &= ~RF_UsePalette;
BindTexture(0, mtex, sampler);
GLInterface.SetAlphaThreshold(tex->isTranslucent()? 0.f : 0.5f);
return true;
}