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3455610031
Avoid passing this anywhere in the client code. It should only be set right before rendering the 3D view and the only code using the base palette should be the 3D renderer and hud_drawsprite. Also make the palette override CVARs 3D view only in debug mode.
114 lines
4.1 KiB
C++
114 lines
4.1 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 "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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#include "v_video.h"
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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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// Test CVARs.
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#ifdef _DEBUG
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CVAR(Int, fixpalette, -1, 0)
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CVAR(Int, fixpalswap, -1, 0)
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#endif
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bool GLInstance::SetTexture(int picnum, FGameTexture* tex, int paletteid, int sampler)
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{
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#ifdef _DEBUG
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int basepal = GetTranslationType(paletteid) - Translation_Remap;
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int translation = GetTranslationIndex(paletteid);
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int usepalette = fixpalette >= 0 ? fixpalette : basepal;
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int usepalswap = fixpalswap >= 0 ? fixpalswap : translation;
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paletteid = TRANSLATION(Translation_Remap + usepalette, usepalswap);
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#endif
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TexturePick texpick;
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if (!PickTexture(picnum, tex, paletteid, texpick)) return false;
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int TextureType = (texpick.translation & 0x80000000) ? TT_INDEXED : TT_TRUECOLOR;
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if (TextureType == TT_INDEXED)
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{
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sampler = sampler + CLAMP_NOFILTER - CLAMP_NONE;
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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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SetTinting(texpick.tintFlags, texpick.tintColor, texpick.tintColor);
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int lookuppal = texpick.translation & 0x7fffffff;
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SetPalswap(GetTranslationIndex(lookuppal));
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SetBasepalTint(texpick.basepalTint);
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auto &mat = renderState.mMaterial;
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int flags = hw_useindexedcolortextures ? CTF_Indexed : 0;
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mat.mMaterial = FMaterial::ValidateTexture(tex, flags); // todo allow scaling
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mat.mClampMode = sampler;
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mat.mTranslation = texpick.translation;
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mat.mOverrideShader = 0;
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mat.mChanged = true;
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if (TextureType == TT_INDEXED) renderState.Flags |= RF_UsePalette;
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else renderState.Flags &= ~RF_UsePalette;
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GLInterface.SetAlphaThreshold(tex->alphaThreshold);
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return true;
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}
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//===========================================================================
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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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//
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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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void UpdateVRModes(bool considerQuadBuffered = true)
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{
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// should update the menu.
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}
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