- removed the conversion helper code and fixed a few places where FMaterial was only used to access the hardware textures in the FTexture class.
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7bdef7fe9a
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662fa6e667
18 changed files with 68 additions and 56 deletions
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@ -94,30 +94,32 @@ sector_t *SWSceneDrawer::RenderView(player_t *player)
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FBTextureIndex = (FBTextureIndex + 1) % 2;
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auto &fbtex = FBTexture[FBTextureIndex];
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if (fbtex == nullptr || fbtex->GetSystemTexture() == nullptr ||
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fbtex->GetDisplayWidth() != screen->GetWidth() ||
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fbtex->GetDisplayHeight() != screen->GetHeight() ||
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(V_IsTrueColor() ? 1:0) != fbtex->GetColorFormat())
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auto GetSystemTexture = [&]() { return fbtex->GetTexture()->SystemTextures.GetHardwareTexture(0, false); };
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if (fbtex == nullptr || GetSystemTexture() == nullptr ||
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fbtex->GetTexelWidth() != screen->GetWidth() ||
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fbtex->GetTexelHeight() != screen->GetHeight() ||
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(V_IsTrueColor() ? 1:0) != static_cast<FWrapperTexture*>(fbtex->GetTexture())->GetColorFormat())
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{
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// This manually constructs its own material here.
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fbtex.reset();
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fbtex.reset(new FWrapperTexture(screen->GetWidth(), screen->GetHeight(), V_IsTrueColor()));
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fbtex->GetSystemTexture()->AllocateBuffer(screen->GetWidth(), screen->GetHeight(), V_IsTrueColor() ? 4 : 1);
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auto mat = FMaterial::ValidateTexture(reinterpret_cast<FGameTexture*>(fbtex.get()), false);
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fbtex.reset(MakeGameTexture(new FWrapperTexture(screen->GetWidth(), screen->GetHeight(), V_IsTrueColor())));
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GetSystemTexture()->AllocateBuffer(screen->GetWidth(), screen->GetHeight(), V_IsTrueColor() ? 4 : 1);
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auto mat = FMaterial::ValidateTexture(fbtex.get(), false);
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mat->AddTextureLayer(PaletteTexture);
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Canvas.reset();
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Canvas.reset(new DCanvas(screen->GetWidth(), screen->GetHeight(), V_IsTrueColor()));
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}
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IHardwareTexture *systemTexture = fbtex->GetSystemTexture();
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IHardwareTexture *systemTexture = GetSystemTexture();
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auto buf = systemTexture->MapBuffer();
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if (!buf) I_FatalError("Unable to map buffer for software rendering");
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SWRenderer->RenderView(player, Canvas.get(), buf, systemTexture->GetBufferPitch());
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systemTexture->CreateTexture(nullptr, screen->GetWidth(), screen->GetHeight(), 0, false, "swbuffer");
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auto map = swrenderer::CameraLight::Instance()->ShaderColormap();
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DrawTexture(twod, reinterpret_cast<FGameTexture*>(fbtex.get()), 0, 0, DTA_SpecialColormap, map, TAG_DONE);
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DrawTexture(twod, fbtex.get(), 0, 0, DTA_SpecialColormap, map, TAG_DONE);
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screen->Draw2D();
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screen->Clear2D();
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screen->PostProcessScene(CM_DEFAULT, [&]() {
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@ -13,7 +13,7 @@ class FWrapperTexture;
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class SWSceneDrawer
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{
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FTexture *PaletteTexture;
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std::unique_ptr<FWrapperTexture> FBTexture[2];
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std::unique_ptr<FGameTexture> FBTexture[2];
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int FBTextureIndex = 0;
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bool FBIsTruecolor = false;
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std::unique_ptr<DCanvas> Canvas;
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