mirror of
https://github.com/ZDoom/raze-gles.git
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381e53017d
They depend on a deleted texture not writing to the depth buffer, but other parts in the engine like ROR surfaces depend on them writing a proper depth buffer value, so for now there is a global variable that allows to exclude a single tile from ever getting rendered.
432 lines
14 KiB
C++
432 lines
14 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 "palettecontainer.h"
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#include "../../glbackend/glbackend.h"
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#include "texturemanager.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(FGameTexture* tex)
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{
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vec2_t siz = { tex->GetTexelWidth(), tex->GetTexelHeight() };
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auto store = tex->GetTexture()->Get8BitPixels(false);
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const uint8_t* p = store.Data();
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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(FGameTexture* tex, int palid, bool checkfulltransparency, bool rgb8bit)
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{
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if (tex == TexMan.GameByIndex(0))
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return nullptr;
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auto texbuffer = tex->GetTexture()->CreateTexBuffer(palid, 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(FGameTexture* 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->GetTexture()->SystemTextures.GetHardwareTexture(palid, false);
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if (phwtex) return (FHardwareTexture*)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->GetTexture()->isHardwareCanvas())
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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->GetTexture()->SystemTextures.AddHardwareTexture(palid, false, 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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struct TexturePick
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{
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FGameTexture* texture; // which texture to use
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int translation; // which translation table to use
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int tintFlags; // which shader tinting options to use
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PalEntry tintColor; // Tint color
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PalEntry basepalTint; // can the base palette be done with a global tint effect?
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};
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#if 0
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TexturePick PickTexture(int tilenum, int basepal, int palette)
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{
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TexturePick pick = { nullptr, 0, -1, 0xffffff, 0xffffff };
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int usepalette = fixpalette >= 0 ? fixpalette : basepal;
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int usepalswap = fixpalswap >= 0 ? fixpalswap : palette;
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auto& h = hictinting[palette];
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auto tex = TileFiles.tiles[tilenum];
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auto rep = (hw_hightile && !(h.f & HICTINT_ALWAYSUSEART)) ? TileFiles.FindReplacement(tilenum, usepalswap) : nullptr;
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// Canvas textures must be treated like hightile replacements in the following code.
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bool truecolor = rep || tex->GetUseType() == FGameTexture::Canvas;
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bool applytint = false;
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if (truecolor)
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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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pick.basepalTint = 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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}
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else
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{
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// Tinting is not used on indexed textures, unless explicitly requested
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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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pick.translation = TRANSLATION(usepalette + 1, usepalswap);
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}
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pick.texture = tex;
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if (applytint && h.f)
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{
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pick.tintFlags = h.f;
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pick.tintColor = h.tint;
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}
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return pick;
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}
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#endif
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bool GLInstance::SetTextureInternal(int picnum, FGameTexture* tex, int palette, int method, int sampleroverride, FGameTexture *det, float detscale, FGameTexture *glow)
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{
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if (tex->GetTexelWidth() <= 0 || tex->GetTexelHeight() <= 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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if (picnum < 0) picnum = TileFiles.GetTileIndex(tex); // Allow getting replacements also when the texture is not passed by its tile number.
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auto rep = (picnum >= 0 && hw_hightile && !(h.f & HICTINT_ALWAYSUSEART)) ? TileFiles.FindReplacement(picnum, palette) : nullptr;
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if (rep || tex->GetTexture()->isHardwareCanvas())
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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 = TRANSLATION(usepalette + Translation_Remap, usepalswap);
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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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else if (tex->isHardwareCanvas())
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{
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sampler = CLAMP_CAMTEX;
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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 && picnum > -1)
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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 = TileFiles.FindReplacement(picnum, 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 && picnum > -1)
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{
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if (!(method & DAMETH_MODEL))
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{
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auto drep = TileFiles.FindReplacement(picnum, 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 (picnum > -1 && !(TileFiles.tiledata[picnum].picanm.sf & PICANM_NOFULLBRIGHT_BIT) && !(globalflags & GLOBAL_NO_GL_FULLBRIGHT) && !TileFiles.tiledata[picnum].NoBrightmapFlag[usepalswap])
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{
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if (TextureType == TT_HICREPLACE)
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{
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auto brep = TileFiles.FindReplacement(picnum, 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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TileFiles.tiledata[picnum].picanm.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 = -1;// Needs some work on the texture management first. 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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TileFiles.tiledata[picnum].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(FGameTexture* 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->GetTranslucency()? 0.f : 0.5f);
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return true;
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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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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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