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add mipmapping & greyscale support
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@ -21,7 +21,7 @@ bool dx_show_transforms = config_dxgsg.GetBool("dx-show-transforms", false);
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bool dx_full_screen = config_dxgsg.GetBool("dx-full-screen", false);
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// Configure this true to glHint the textures into the cheapest
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// possible mode.
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// possible mode. (this does nothing in dx currently)
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bool dx_cheap_textures = config_dxgsg.GetBool("dx-cheap-textures", false);
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// Configure this true to perform a cull traversal over the geometry
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@ -29,6 +29,18 @@ bool dx_cheap_textures = config_dxgsg.GetBool("dx-cheap-textures", false);
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// for state-sorting, z-sorting, and binning.
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bool dx_cull_traversal = config_dxgsg.GetBool("dx-cull-traversal", true);
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bool dx_ignore_mipmaps = config_dxgsg.GetBool("dx-ignore-mipmaps", false);
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float dx_global_miplevel_bias = config_dxgsg.GetFloat("dx-global-miplevel-bias", 0.0);
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#ifdef _DEBUG
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bool dx_debug_view_mipmaps = config_dxgsg.GetBool("dx-debug-view-mipmaps", false);
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bool dx_force_16bpptextures = config_dxgsg.GetBool("dx-force-16bpptextures", false);
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bool dx_mipmap_everything = config_dxgsg.GetBool("dx-mipmap-everything", false);
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bool dx_force_anisotropic_filtering = config_dxgsg.GetBool("dx-force-anisotropic-filtering", false);
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#endif
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// note: offset currently disabled since it wasnt working properly
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DXDecalType dx_decal_type = GDT_offset;
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static DXDecalType
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@ -15,11 +15,20 @@ extern bool dx_show_transforms;
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extern bool dx_full_screen;
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extern bool dx_cheap_textures;
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extern bool dx_cull_traversal;
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extern bool dx_ignore_mipmaps;
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#ifdef _DEBUG
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extern float dx_global_miplevel_bias;
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extern bool dx_debug_view_mipmaps;
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extern bool dx_mipmap_everything;
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extern bool dx_force_16bpptextures;
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extern bool dx_force_anisotropic_filtering;
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#endif
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// Ways to implement decals.
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enum DXDecalType {
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GDT_mask, // GL 1.0 style, involving three steps
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GDT_blend, // As above, but slower; a hack for broken nVidia driver
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GDT_mask, // GL 1.0 style, involving three steps and double-draw of polygon
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GDT_blend, // As above, but slower; use blending to disable colorbuffer writes
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GDT_offset // The fastest, using GL 1.1 style glPolygonOffset
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};
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extern DXDecalType dx_decal_type;
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Load Diff
@ -209,6 +209,8 @@ protected:
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bool _color_transform_enabled;
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bool _alpha_transform_enabled;
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D3DDEVICEDESC7 _D3DDevDesc;
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void set_clipper(RECT cliprect);
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INLINE void set_pack_alignment(int alignment);
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@ -21,7 +21,7 @@
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#define MAX_DX_TEXPIXFMTS 20 // should be enough for any card
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////////////////////////////////////////////////////////////////////
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// Class : DXTextureContext
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// Class : DXTextureContext
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// Description :
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////////////////////////////////////////////////////////////////////
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class EXPCL_PANDADX DXTextureContext : public TextureContext {
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@ -32,11 +32,12 @@ public:
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LPDIRECTDRAWSURFACE7 _surface;
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Texture *_tex; // ptr to parent, primarily for access to namestr
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LPDIRECTDRAWSURFACE7 CreateTexture( HDC hdc, LPDIRECT3DDEVICE7 pd3dDevice, int cNumTexPixFmts, LPDDPIXELFORMAT pTexPixFmts);
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LPDIRECTDRAWSURFACE7 CreateTexture( HDC PrimaryDC, LPDIRECT3DDEVICE7 pd3dDevice, int cNumTexPixFmts, LPDDPIXELFORMAT pTexPixFmts);
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void DeleteTexture();
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protected:
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unsigned int get_bits_per_pixel(PixelBuffer::Format format, int *alphbits);
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unsigned int get_bits_per_pixel(PixelBuffer::Format format, int *alphbits);
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public:
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static TypeHandle get_class_type() {
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@ -45,7 +46,7 @@ public:
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static void init_type() {
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TextureContext::init_type();
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register_type(_type_handle, "DXTextureContext",
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TextureContext::get_class_type());
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TextureContext::get_class_type());
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}
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virtual TypeHandle get_type() const {
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return get_class_type();
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