mirror of
https://github.com/ZDoom/Raze.git
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93ad83b380
- remove all code for faking gamma correction through palette manipulated images.
109 lines
3.3 KiB
C++
109 lines
3.3 KiB
C++
//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2004-2016 Christoph Oelckers
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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#include "glad/glad.h"
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#include "glbackend.h"
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#include "bitmap.h"
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//#include "compat.h"
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// Workaround to avoid including the dirty 'compat.h' header. This will hopefully not be needed anymore once the texture format uses something better.
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# define B_LITTLE_ENDIAN 1
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# define B_BIG_ENDIAN 0
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//===========================================================================
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//
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// Allocates an empty texture
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//
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//===========================================================================
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unsigned int FHardwareTexture::CreateTexture(int w, int h, bool eightbit, bool mipmapped)
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{
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glTexID = GLInterface.GetTextureID();
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glActiveTexture(GL_TEXTURE15);
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glBindTexture(GL_TEXTURE_2D, glTexID);
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int size = std::max(w, h);
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int bits = 0;
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while (size) bits++, size >>= 1;
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glTextureBytes = eightbit? 1 : 4;
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if (eightbit) mipmapped = false;
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mWidth = w;
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mHeight = h;
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glTexStorage2D(GL_TEXTURE_2D, mipmapped? bits : 1, eightbit? GL_R8 : GL_RGBA8, w, h);
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glBindTexture(GL_TEXTURE_2D, 0);
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glActiveTexture(GL_TEXTURE0);
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this->mipmapped = mipmapped;
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return glTexID;
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}
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//===========================================================================
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//
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// Loads the texture image into the hardware
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//
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//===========================================================================
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unsigned int FHardwareTexture::LoadTexture(unsigned char * buffer)
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{
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if (glTexID == 0) return 0;
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int dstformat = glTextureBytes == 1? GL_R8 : GL_RGBA8;// TexFormat[gl_texture_format];
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int srcformat = glTextureBytes == 1 ? GL_RED : GL_BGRA;// TexFormat[gl_texture_format];
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glActiveTexture(GL_TEXTURE15);
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glBindTexture(GL_TEXTURE_2D, glTexID);
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if (glTextureBytes < 4) glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, mWidth, mHeight, srcformat, GL_UNSIGNED_BYTE, buffer);
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if (mipmapped) glGenerateMipmap(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, 0);
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glActiveTexture(GL_TEXTURE0);
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if (glTextureBytes < 4) glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
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return glTexID;
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}
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unsigned int FHardwareTexture::LoadTexture(FBitmap& bmp)
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{
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return LoadTexture(bmp.GetPixels());
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}
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//===========================================================================
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//
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// Destroys the texture
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//
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//===========================================================================
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FHardwareTexture::~FHardwareTexture()
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{
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if (glTexID != 0) glDeleteTextures(1, &glTexID);
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}
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unsigned int FHardwareTexture::GetTextureHandle()
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{
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return glTexID;
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}
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