- made FHardwareTexture inherit from an abstract interface to remove all GL dependencies from gl_material.cpp.

This commit is contained in:
Christoph Oelckers 2018-04-24 23:06:34 +02:00
commit 0675315b41
8 changed files with 34 additions and 33 deletions

View file

@ -20,23 +20,15 @@
//--------------------------------------------------------------------------
//
#include "gl/system/gl_system.h"
#include "w_wad.h"
#include "m_png.h"
#include "sbar.h"
#include "stats.h"
#include "r_utility.h"
#include "hwrenderer/textures/hw_ihwtexture.h"
#include "gl/system/gl_interface.h"
#include "gl/system/gl_framebuffer.h"
#include "gl/renderer/gl_renderer.h"
#include "gl/textures/gl_hwtexture.h"
#include "gl/textures/gl_material.h"
#include "gl/shaders/gl_shader.h"
#include "gl_material.h"
EXTERN_CVAR(Bool, gl_render_precise)
EXTERN_CVAR(Int, gl_lightmode)
EXTERN_CVAR(Bool, gl_precache)
EXTERN_CVAR(Bool, gl_texture_usehires)
//===========================================================================
@ -95,10 +87,10 @@ float FTexCoordInfo::TextureAdjustWidth() const
if (mWorldPanning)
{
float tscale = fabs(mTempScale.X);
if (tscale == 1.f) return mRenderWidth;
if (tscale == 1.f) return (float)mRenderWidth;
else return mWidth / fabs(tscale);
}
else return mWidth;
else return (float)mWidth;
}
@ -108,11 +100,11 @@ float FTexCoordInfo::TextureAdjustWidth() const
//
//
//===========================================================================
FHardwareTexture * FMaterial::ValidateSysTexture(FTexture * tex, bool expand)
IHardwareTexture * FMaterial::ValidateSysTexture(FTexture * tex, bool expand)
{
if (tex && tex->UseType!=ETextureType::Null)
{
FHardwareTexture *gltex = tex->gl_info.SystemTexture[expand];
IHardwareTexture *gltex = tex->gl_info.SystemTexture[expand];
if (gltex == nullptr)
{
gltex = tex->gl_info.SystemTexture[expand] = screen->CreateHardwareTexture(tex);
@ -272,8 +264,8 @@ void FMaterial::SetSpriteRect()
auto leftOffset = tex->GetLeftOffsetHW();
auto topOffset = tex->GetTopOffsetHW();
float fxScale = tex->Scale.X;
float fyScale = tex->Scale.Y;
float fxScale = (float)tex->Scale.X;
float fyScale = (float)tex->Scale.Y;
// mSpriteRect is for positioning the sprite in the scene.
mSpriteRect.left = -leftOffset / fxScale;
@ -468,7 +460,7 @@ void FMaterial::Bind(int clampmode, int translation)
// unbind everything from the last texture that's still active
for(int i=maxbound+1; i<=mMaxBound;i++)
{
FHardwareTexture::Unbind(i);
screen->UnbindTexUnit(i);
mMaxBound = maxbound;
}
}
@ -508,12 +500,12 @@ void FMaterial::GetTexCoordInfo(FTexCoordInfo *tci, float x, float y) const
if (x == 1.f)
{
tci->mRenderWidth = mRenderWidth;
tci->mScale.X = tex->Scale.X;
tci->mScale.X = (float)tex->Scale.X;
tci->mTempScale.X = 1.f;
}
else
{
float scale_x = x * tex->Scale.X;
float scale_x = x * (float)tex->Scale.X;
tci->mRenderWidth = xs_CeilToInt(mWidth / scale_x);
tci->mScale.X = scale_x;
tci->mTempScale.X = x;
@ -522,12 +514,12 @@ void FMaterial::GetTexCoordInfo(FTexCoordInfo *tci, float x, float y) const
if (y == 1.f)
{
tci->mRenderHeight = mRenderHeight;
tci->mScale.Y = tex->Scale.Y;
tci->mScale.Y = (float)tex->Scale.Y;
tci->mTempScale.Y = 1.f;
}
else
{
float scale_y = y * tex->Scale.Y;
float scale_y = y * (float)tex->Scale.Y;
tci->mRenderHeight = xs_CeilToInt(mHeight / scale_y);
tci->mScale.Y = scale_y;
tci->mTempScale.Y = y;
@ -572,7 +564,7 @@ void FMaterial::BindToFrameBuffer()
{
// must create the hardware texture first
mBaseLayer->BindOrCreate(sourcetex, 0, 0, 0, 0);
FHardwareTexture::Unbind(0);
screen->UnbindTexUnit(0);
ClearLastTexture();
}
mBaseLayer->BindToFrameBuffer(mWidth, mHeight);