mirror of
https://github.com/ZDoom/raze-gles.git
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621a9338e5
This removes the last active use case for the software renderer and allows rendering the camera views at a higher resolution. For Shadow Warrior this necessitated a split of JS_DrawMirrors, because it processed cameras and mirrors in the same loop which cannot be done with the hardware renderer.
361 lines
11 KiB
C++
361 lines
11 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 "hightile.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 "../../glbackend/glbackend.h"
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// Test CVARs.
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CVAR(Int, fixpalette, -1, 0)
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CVAR(Int, fixpalswap, -1, 0)
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template<class T>
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void FlipNonSquareBlock(T* dst, const T* src, int x, int y, int srcpitch)
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{
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for (int i = 0; i < x; ++i)
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{
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for (int j = 0; j < y; ++j)
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{
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dst[i * y + j] = src[i + j * srcpitch];
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}
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}
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}
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//===========================================================================
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//
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// Create an indexed version of the requested texture
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//
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//===========================================================================
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FHardwareTexture* GLInstance::CreateIndexedTexture(FTexture* tex)
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{
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auto siz = tex->GetSize();
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const uint8_t* p = tex->Get8BitPixels();
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TArray<uint8_t> store(siz.x * siz.y, true);
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if (!p)
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{
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tex->Create8BitPixels(store.Data());
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p = store.Data();
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}
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auto glpic = GLInterface.NewTexture();
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glpic->CreateTexture(siz.x, siz.y, FHardwareTexture::Indexed, false);
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TArray<uint8_t> flipped(siz.x * siz.y, true);
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FlipNonSquareBlock(flipped.Data(), p, siz.y, siz.x, siz.y);
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glpic->LoadTexture(flipped.Data());
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return glpic;
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}
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//===========================================================================
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//
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// Create a true color version of the requested tile
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//
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//===========================================================================
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FHardwareTexture* GLInstance::CreateTrueColorTexture(FTexture* tex, int palid, bool checkfulltransparency, bool rgb8bit)
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{
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auto palette = palid < 0? nullptr : palmanager.GetPaletteData(palid);
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if (palid >= 0 && palette == nullptr) return nullptr;
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auto texbuffer = tex->CreateTexBuffer(palette, checkfulltransparency? 0: CTF_ProcessData);
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// Check if the texture is fully transparent. When creating a brightmap such textures can be discarded.
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if (checkfulltransparency)
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{
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int siz = texbuffer.mWidth * texbuffer.mHeight * 4;
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bool found = false;
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for (int i = 3; i < siz; i+=4)
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{
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if (texbuffer.mBuffer[i] > 0)
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{
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found = true;
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break;
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}
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}
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if (!found) return nullptr;
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}
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auto glpic = GLInterface.NewTexture();
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if (!rgb8bit)
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glpic->CreateTexture(texbuffer.mWidth, texbuffer.mHeight, FHardwareTexture::TrueColor, true);
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else
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glpic->CreateTexture(texbuffer.mWidth, texbuffer.mHeight, FHardwareTexture::Brightmap, false); // Use a more memory friendly format for simple brightmaps.
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glpic->LoadTexture(texbuffer.mBuffer);
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return glpic;
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}
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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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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->GetHardwareTexture(palid);
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if (phwtex) return *phwtex;
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FHardwareTexture *hwtex = nullptr;
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if (textype == TT_INDEXED)
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hwtex = CreateIndexedTexture(tex);
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else if (tex->GetUseType() != FTexture::Canvas)
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hwtex = CreateTrueColorTexture(tex, textype == TT_HICREPLACE? -1 : palid, textype == TT_BRIGHTMAP, textype == TT_BRIGHTMAP);
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else
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hwtex = nullptr;
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if (hwtex) tex->SetHardwareTexture(palid, hwtex);
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return hwtex;
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}
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//===========================================================================
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//
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// Sets a texture for rendering. This should be the ONLY place to bind in-game textures
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//
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//===========================================================================
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bool GLInstance::SetTextureInternal(int picnum, FTexture* tex, int palette, int method, int sampleroverride, FTexture *det, float detscale, FTexture *glow)
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{
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if (tex->GetWidth() <= 0 || tex->GetHeight() <= 0) return false;
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int usepalette = fixpalette >= 0 ? fixpalette : curbasepal;
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int usepalswap = fixpalswap >= 0 ? fixpalswap : palette;
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GLInterface.SetPalette(usepalette);
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GLInterface.SetPalswap(usepalswap);
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bool texbound[3] = {};
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int MatrixChange = 0;
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TextureType = hw_int_useindexedcolortextures? TT_INDEXED : TT_TRUECOLOR;
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int lookuppal = 0;
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VSMatrix texmat;
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GLInterface.SetBasepalTint(0xffffff);
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auto& h = hictinting[palette];
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bool applytint = false;
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// Canvas textures must be treated like hightile replacements in the following code.
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auto rep = (hw_hightile && !(h.f & HICTINT_ALWAYSUSEART)) ? tex->FindReplacement(palette) : nullptr;
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if (rep || tex->GetUseType() == FTexture::Canvas)
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{
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if (usepalette != 0)
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{
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// This is a global setting for the entire scene, so let's do it here, right at the start. (Fixme: Store this in a static table instead of reusing the same entry for all palettes.)
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auto& hh = hictinting[MAXPALOOKUPS - 1];
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// This sets a tinting color for global palettes, e.g. water or slime - only used for hires replacements (also an option for low-resource hardware where duplicating the textures may be problematic.)
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GLInterface.SetBasepalTint(hh.tint);
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}
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if (rep)
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{
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tex = rep->faces[0];
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}
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if (!rep || rep->palnum != palette || (h.f & HICTINT_APPLYOVERALTPAL)) applytint = true;
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TextureType = TT_HICREPLACE;
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}
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else
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{
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// Only look up the palette if we really want to use it (i.e. when creating a true color texture of an ART tile.)
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if (TextureType == TT_TRUECOLOR)
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{
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// Tinting is not used on indexed textures
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if (h.f & (HICTINT_ALWAYSUSEART | HICTINT_USEONART))
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{
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applytint = true;
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if (!(h.f & HICTINT_APPLYOVERPALSWAP)) usepalswap = 0;
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}
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lookuppal = palmanager.LookupPalette(usepalette, usepalswap, false,fixpalette < 0? !!(curpaletteflags & Pal_Fullscreen) : 0);
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}
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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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if (applytint && h.f)
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GLInterface.SetTinting(h.f, h.tint, h.tint);
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else GLInterface.SetTinting(-1, 0xffffff, 0xffffff);
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// Load the main texture
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auto mtex = LoadTexture(tex, TextureType, lookuppal);
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if (mtex)
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{
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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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UseDetailMapping(false);
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UseGlowMapping(false);
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UseBrightmaps(false);
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BindTexture(0, mtex, sampler);
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// Needs a) testing and b) verification for correctness. This doesn't look like it makes sense.
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if (rep && (rep->scale.x != 1.0f || rep->scale.y != 1.0f))
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{
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//texmat.loadIdentity();
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//texmat.scale(rep->scale.x, rep->scale.y, 1.0f);
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//GLInterface.SetMatrix(Matrix_Texture, &texmat);
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}
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// Also load additional layers needed for this texture.
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if (hw_detailmapping && hw_hightile)
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{
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float detscalex = detscale, detscaley = detscale;
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if (!(method & DAMETH_MODEL))
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{
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auto drep = tex->FindReplacement(DETAILPAL);
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if (drep)
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{
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det = drep->faces[0];
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detscalex = drep->scale.x;
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detscaley = drep->scale.y;
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}
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}
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if (det)
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{
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auto htex = LoadTexture(det, TT_HICREPLACE, 0);
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UseDetailMapping(true);
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BindTexture(3, htex, SamplerRepeat);
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texbound[0] = true;
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/* todo: instead of a matrix, just pass a two-component uniform. Using a full matrix here is problematic.
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if (MatrixChange & 1) MatrixChange |= 2;
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else texmat.loadIdentity();
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if ((detscalex != 1.0f) || (detscaley != 1.0f))
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{
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texmat.scale(detscalex, detscaley, 1.0f);
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MatrixChange |= 2;
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}
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if (MatrixChange & 2) GLInterface.SetMatrix(Matrix_Detail, &texmat);
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*/
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}
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}
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if (hw_glowmapping && hw_hightile)
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{
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if (!(method & DAMETH_MODEL))
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{
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auto drep = tex->FindReplacement(GLOWPAL);
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if (drep)
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{
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glow = drep->faces[0];
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}
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}
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if (glow)
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{
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auto htex = LoadTexture(glow, TT_HICREPLACE, 0);
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UseGlowMapping(true);
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BindTexture(4, htex, SamplerRepeat);
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texbound[1] = true;
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}
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}
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#if 1
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if (!(tex->PicAnim.sf & PICANM_NOFULLBRIGHT_BIT) && !(globalflags & GLOBAL_NO_GL_FULLBRIGHT) && !tex->NoBrightmapFlag[usepalswap] && !(curpaletteflags & (Pal_Fullscreen|Pal_2D)))
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{
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if (TextureType == TT_HICREPLACE)
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{
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auto brep = tex->FindReplacement(BRIGHTPAL);
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if (brep)
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{
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LoadTexture(brep->faces[0], TT_HICREPLACE, 0);
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UseBrightmaps(true);
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BindTexture(5, mtex, sampler);
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texbound[2] = true;
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}
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else
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{
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tex->PicAnim.sf |= PICANM_NOFULLBRIGHT_BIT;
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}
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}
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else if (TextureType == TT_TRUECOLOR)
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{
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lookuppal = palmanager.LookupPalette(usepalette, usepalswap, true);
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if (lookuppal >= 0)
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{
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auto htex = LoadTexture(tex, TT_BRIGHTMAP, lookuppal);
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if (htex == nullptr)
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{
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// Flag the texture as not being brightmapped for the given palette
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tex->NoBrightmapFlag.Set(usepalswap);
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}
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else
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{
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UseBrightmaps(true);
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BindTexture(5, htex, sampler);
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texbound[2] = true;
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}
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}
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}
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}
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if (!texbound[0]) UnbindTexture(3);
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if (!texbound[1]) UnbindTexture(4);
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if (!texbound[2]) UnbindTexture(5);
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#endif
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}
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else return false;
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float al = 0.5f;
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if (TextureType == TT_HICREPLACE)
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{
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al = ((unsigned)picnum < MAXTILES && alphahackarray[picnum] != 0) ? alphahackarray[picnum] * (1.f / 255.f) :
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(tex->alphaThreshold >= 0 ? tex->alphaThreshold * (1.f / 255.f) : 0.f);
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}
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GLInterface.SetAlphaThreshold(al);
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return true;
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}
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//===========================================================================
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//
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// Sets a named texture for 2D rendering. In this case the palette is
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// a direct index into the palette map.
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//
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//===========================================================================
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bool GLInstance::SetNamedTexture(FTexture* tex, int palette, int sampler)
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{
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auto mtex = LoadTexture(tex, palette>= 0? TT_TRUECOLOR : TT_HICREPLACE, palette);
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if (!mtex) return false;
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BindTexture(0, mtex, sampler);
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GLInterface.SetAlphaThreshold(tex->isTranslucent()? 0.f : 0.5f);
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return true;
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}
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