mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-17 18:01:13 +00:00
bb4a19cf3a
For brightmaps we do not need full RGBA8 data with mipmaps - RGBA2 without mipmaps is fully sufficient here and will save a lot of video memory.
87 lines
2 KiB
C++
87 lines
2 KiB
C++
/*
|
|
* glsurface.cpp
|
|
* A 32-bit rendering surface that can quickly blit 8-bit paletted buffers implemented in OpenGL.
|
|
*
|
|
* Copyright © 2018, Alex Dawson. All rights reserved.
|
|
*/
|
|
|
|
#include "glsurface.h"
|
|
|
|
#include "baselayer.h"
|
|
#include "build.h"
|
|
#include "tarray.h"
|
|
#include "../../glbackend/glbackend.h"
|
|
|
|
static TArray<uint8_t> buffer;
|
|
static FHardwareTexture* bufferTexture;
|
|
static vec2_t bufferRes;
|
|
|
|
static FHardwareTexture* paletteTexture;
|
|
|
|
bool glsurface_initialize(vec2_t bufferResolution)
|
|
{
|
|
if (buffer.Size())
|
|
glsurface_destroy();
|
|
|
|
bufferRes = bufferResolution;
|
|
buffer.Resize(bufferRes.x * bufferRes.y);
|
|
|
|
bufferTexture = GLInterface.NewTexture();
|
|
bufferTexture->CreateTexture(bufferRes.x, bufferRes.y, FHardwareTexture::Indexed, false);
|
|
|
|
glsurface_setPalette(curpalettefaded);
|
|
GLInterface.SetSurfaceShader();
|
|
return true;
|
|
}
|
|
|
|
void glsurface_destroy()
|
|
{
|
|
if (bufferTexture) delete bufferTexture;
|
|
bufferTexture = nullptr;
|
|
if (paletteTexture) delete paletteTexture;
|
|
paletteTexture = nullptr;
|
|
}
|
|
|
|
void glsurface_setPalette(void* pPalette)
|
|
{
|
|
if (!buffer.Size())
|
|
return;
|
|
if (!pPalette)
|
|
return;
|
|
|
|
if (!paletteTexture)
|
|
{
|
|
paletteTexture = GLInterface.NewTexture();
|
|
paletteTexture->CreateTexture(256, 1, FHardwareTexture::TrueColor, false);
|
|
}
|
|
paletteTexture->LoadTexture(palette);
|
|
GLInterface.BindTexture(1, paletteTexture, SamplerNoFilterClampXY);
|
|
}
|
|
|
|
void* glsurface_getBuffer()
|
|
{
|
|
return buffer.Data();
|
|
}
|
|
|
|
vec2_t glsurface_getBufferResolution()
|
|
{
|
|
return bufferRes;
|
|
}
|
|
|
|
void glsurface_blitBuffer()
|
|
{
|
|
if (!buffer.Size())
|
|
return;
|
|
|
|
bufferTexture->LoadTexture(buffer.Data());
|
|
GLInterface.BindTexture(0, bufferTexture, SamplerNoFilterClampXY);
|
|
|
|
auto data = GLInterface.AllocVertices(4);
|
|
auto vt = data.second;
|
|
|
|
vt[0].Set(-1.0f, 1.0f, 0.0f, 0.0f, 0.0f); //top-left
|
|
vt[1].Set(-1.0f, -1.0f, 0.0f, 0.0f, 1.0f); //bottom-left
|
|
vt[2].Set(1.0f, 1.0f, 0.0f, 1.0f, 0.0f); //top-right
|
|
vt[3].Set(1.0f, -1.0f, 0.0f, 1.0f, 1.0f); //bottom-right
|
|
GLInterface.Draw(DT_TRIANGLE_STRIP, data.first, 4);
|
|
}
|