/* ** 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 "polymost.h" #include "textures.h" #include "bitmap.h" #include "v_font.h" #include "palettecontainer.h" #include "../../glbackend/glbackend.h" #include "texturemanager.h" #include "v_video.h" #include "printf.h" //=========================================================================== // // Retrieve the texture to be used. // //=========================================================================== // Test CVARs. #ifdef _DEBUG CVAR(Int, fixpalette, -1, 0) CVAR(Int, fixpalswap, -1, 0) #endif bool GLInstance::SetTexture(FGameTexture* tex, int paletteid, int sampler, bool notindexed) { if (!tex->isValid()) { return false; } #ifdef _DEBUG int basepal = GetTranslationType(paletteid) - Translation_Remap; int translation = GetTranslationIndex(paletteid); int usepalette = fixpalette >= 0 ? fixpalette : basepal; int usepalswap = fixpalswap >= 0 ? fixpalswap : translation; paletteid = TRANSLATION(Translation_Remap + usepalette, usepalswap); #endif SetPalswap(GetTranslationIndex(paletteid)); auto &mat = renderState.mMaterial; assert(tex->isValid()); mat.mTexture = tex; mat.uFlags = UF_Texture; mat.mScaleFlags = 0; mat.mClampMode = sampler; mat.mTranslation = paletteid; mat.mOverrideShader = -1; mat.mChanged = true; GLInterface.SetAlphaThreshold(tex->alphaThreshold); return true; }