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