- changed the handling of alpha textures. The only special case they need is with palette-less textures and this can be handled far more easily and robustly with a predefined translation instead of passing another parameter through all the layers of the texture management code. This also fixes problems with paletted PNGs that get used as an alpha texture because the old method clobbered the image's palette.

This commit is contained in:
Christoph Oelckers 2014-09-09 13:21:36 +02:00
commit acf6c259d8
12 changed files with 75 additions and 93 deletions

View file

@ -109,7 +109,7 @@ FGLTexture::~FGLTexture()
// Checks for the presence of a hires texture replacement and loads it
//
//==========================================================================
unsigned char *FGLTexture::LoadHiresTexture(FTexture *tex, int *width, int *height, bool alphatexture)
unsigned char *FGLTexture::LoadHiresTexture(FTexture *tex, int *width, int *height)
{
if (HiresLump==-1)
{
@ -131,8 +131,6 @@ unsigned char *FGLTexture::LoadHiresTexture(FTexture *tex, int *width, int *heig
memset(buffer, 0, w * (h+1) * 4);
FGLBitmap bmp(buffer, w*4, w, h);
if (alphatexture) bmp.SetAlphaTex();
int trans = hirestexture->CopyTrueColorPixels(&bmp, 0, 0);
hirestexture->CheckTrans(buffer, w*h, trans);
@ -181,7 +179,7 @@ void FGLTexture::Clean(bool all)
//
//===========================================================================
unsigned char * FGLTexture::CreateTexBuffer(int translation, int & w, int & h, FTexture *hirescheck, bool alphatexture)
unsigned char * FGLTexture::CreateTexBuffer(int translation, int & w, int & h, FTexture *hirescheck)
{
unsigned char * buffer;
int W, H;
@ -191,7 +189,7 @@ unsigned char * FGLTexture::CreateTexBuffer(int translation, int & w, int & h, F
// by hires textures
if (gl_texture_usehires && hirescheck != NULL)
{
buffer = LoadHiresTexture (hirescheck, &w, &h, alphatexture);
buffer = LoadHiresTexture (hirescheck, &w, &h);
if (buffer)
{
return buffer;
@ -207,7 +205,6 @@ unsigned char * FGLTexture::CreateTexBuffer(int translation, int & w, int & h, F
FGLBitmap bmp(buffer, W*4, W, H);
bmp.SetTranslationInfo(translation);
if (alphatexture) bmp.SetAlphaTex();
if (tex->bComplex)
{
@ -241,7 +238,7 @@ unsigned char * FGLTexture::CreateTexBuffer(int translation, int & w, int & h, F
// [BB] The hqnx upsampling (not the scaleN one) destroys partial transparency, don't upsamle textures using it.
// [BB] Potentially upsample the buffer.
return gl_CreateUpsampledTextureBuffer ( tex, buffer, W, H, w, h, bIsTransparent || alphatexture);
return gl_CreateUpsampledTextureBuffer ( tex, buffer, W, H, w, h, !!bIsTransparent);
}
@ -267,7 +264,7 @@ FHardwareTexture *FGLTexture::CreateHwTexture()
//
//===========================================================================
const FHardwareTexture *FGLTexture::Bind(int texunit, int clampmode, int translation, bool alphatexture, FTexture *hirescheck)
const FHardwareTexture *FGLTexture::Bind(int texunit, int clampmode, int translation, FTexture *hirescheck)
{
int usebright = false;
@ -288,7 +285,7 @@ const FHardwareTexture *FGLTexture::Bind(int texunit, int clampmode, int transla
}
// Bind it to the system.
if (!hwtex->Bind(texunit, translation, alphatexture, needmipmap))
if (!hwtex->Bind(texunit, translation, needmipmap))
{
int w=0, h=0;
@ -298,10 +295,10 @@ const FHardwareTexture *FGLTexture::Bind(int texunit, int clampmode, int transla
if (!tex->bHasCanvas)
{
buffer = CreateTexBuffer(translation, w, h, hirescheck, alphatexture);
buffer = CreateTexBuffer(translation, w, h, hirescheck);
tex->ProcessData(buffer, w, h, false);
}
if (!hwtex->CreateTexture(buffer, w, h, texunit, needmipmap, translation, alphatexture))
if (!hwtex->CreateTexture(buffer, w, h, texunit, needmipmap, translation))
{
// could not create texture
delete[] buffer;
@ -614,16 +611,14 @@ outl:
static FMaterial *last;
static int lastclamp;
static int lasttrans;
static bool lastalpha;
void FMaterial::Bind(int clampmode, int translation, bool alphatexture)
void FMaterial::Bind(int clampmode, int translation)
{
// avoid rebinding the same texture multiple times.
if (this == last && lastclamp == clampmode && translation == lasttrans && lastalpha == alphatexture) return;
if (this == last && lastclamp == clampmode && translation == lasttrans) return;
last = this;
lastclamp = clampmode;
lastalpha = alphatexture;
lasttrans = translation;
int usebright = false;
@ -633,7 +628,7 @@ void FMaterial::Bind(int clampmode, int translation, bool alphatexture)
if (tex->bHasCanvas) clampmode = CLAMP_CAMTEX;
else if (tex->bWarped && clampmode <= CLAMP_XY) clampmode = CLAMP_NONE;
const FHardwareTexture *gltexture = mBaseLayer->Bind(0, clampmode, translation, alphatexture, allowhires? tex:NULL);
const FHardwareTexture *gltexture = mBaseLayer->Bind(0, clampmode, translation, allowhires? tex:NULL);
if (gltexture != NULL)
{
for(unsigned i=0;i<mTextureLayers.Size();i++)
@ -649,7 +644,7 @@ void FMaterial::Bind(int clampmode, int translation, bool alphatexture)
{
layer = mTextureLayers[i].texture;
}
layer->gl_info.SystemTexture[mExpanded]->Bind(i+1, clampmode, 0, false, NULL);
layer->gl_info.SystemTexture[mExpanded]->Bind(i+1, clampmode, 0, NULL);
maxbound = i+1;
}
}
@ -669,7 +664,7 @@ void FMaterial::Bind(int clampmode, int translation, bool alphatexture)
//===========================================================================
void FMaterial::Precache()
{
Bind(0, 0, false);
Bind(0, 0);
}
//===========================================================================
@ -749,7 +744,7 @@ void FMaterial::BindToFrameBuffer()
if (mBaseLayer->mHwTexture == NULL)
{
// must create the hardware texture first
mBaseLayer->Bind(0, 0, 0, false, NULL);
mBaseLayer->Bind(0, 0, 0, NULL);
FHardwareTexture::Unbind(0);
ClearLastTexture();
}