raze/source/common/textures/gametexture.cpp

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/*
** gametexture.cpp
** The game-facing texture class.
**
**---------------------------------------------------------------------------
** Copyright 2004-2007 Randy Heit
** Copyright 2006-2020 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
**
*/
#include "printf.h"
#include "files.h"
#include "filesystem.h"
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#include "textures.h"
#include "bitmap.h"
#include "colormatcher.h"
#include "c_dispatch.h"
#include "m_fixed.h"
#include "imagehelpers.h"
#include "image.h"
#include "formats/multipatchtexture.h"
#include "texturemanager.h"
#include "c_cvars.h"
#include "hw_material.h"
FTexture *CreateBrightmapTexture(FImageSource*);
FGameTexture::FGameTexture(FTexture* wrap, const char* name) : Name(name)
{
if (wrap) Setup(wrap);
}
//==========================================================================
//
//
//
//==========================================================================
void FGameTexture::Setup(FTexture *wrap)
{
Base = wrap;
id.SetInvalid();
TexelWidth = Base->GetWidth();
DisplayWidth = (float)TexelWidth;
TexelHeight = Base->GetHeight();
DisplayHeight = (float)TexelHeight;
auto img = Base->GetImage();
if (img)
{
auto ofs = img->GetOffsets();
LeftOffset[0] = LeftOffset[1] = ofs.first;
TopOffset[0] = TopOffset[1] = ofs.second;
}
else
{
LeftOffset[0] = LeftOffset[1] =
TopOffset[0] = TopOffset[1] = 0;
}
ScaleX = ScaleY = 1.f;
}
//==========================================================================
//
//
//
//==========================================================================
FGameTexture::~FGameTexture()
{
if (Base != nullptr)
{
FGameTexture* link = fileSystem.GetLinkedTexture(GetSourceLump());
if (link == this) fileSystem.SetLinkedTexture(GetSourceLump(), nullptr);
}
if (SoftwareTexture != nullptr)
{
delete SoftwareTexture;
SoftwareTexture = nullptr;
}
for (auto &mat : Material)
{
if (mat != nullptr) delete mat;
mat = nullptr;
}
}
//==========================================================================
//
//
//
//==========================================================================
bool FGameTexture::isUserContent() const
{
int filenum = fileSystem.GetFileContainer(Base->GetSourceLump());
return (filenum > fileSystem.GetMaxIwadNum());
}
//==========================================================================
//
// Search auto paths for extra material textures
//
//==========================================================================
void FGameTexture::AddAutoMaterials()
{
struct AutoTextureSearchPath
{
const char* path;
RefCountedPtr<FTexture> FGameTexture::* pointer;
};
struct AutoTextureSearchPath2
{
const char* path;
RefCountedPtr<FTexture> FMaterialLayers::* pointer;
};
static AutoTextureSearchPath autosearchpaths[] =
{
{ "brightmaps/", &FGameTexture::Brightmap }, // For backwards compatibility, only for short names
{ "materials/brightmaps/", &FGameTexture::Brightmap },
};
static AutoTextureSearchPath2 autosearchpaths2[] =
{
{ "materials/detailmaps/", &FMaterialLayers::Detailmap },
{ "materials/glowmaps/", &FMaterialLayers::Glowmap },
{ "materials/normalmaps/", &FMaterialLayers::Normal },
{ "materials/specular/", &FMaterialLayers::Specular },
{ "materials/metallic/", &FMaterialLayers::Metallic },
{ "materials/roughness/", &FMaterialLayers::Roughness },
{ "materials/ao/", &FMaterialLayers::AmbientOcclusion }
};
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if (flags & GTexf_AutoMaterialsAdded) return; // do this only once
bool fullname = !!(flags & GTexf_FullNameTexture);
FString searchname = GetName();
if (fullname)
{
auto dot = searchname.LastIndexOf('.');
auto slash = searchname.LastIndexOf('/');
if (dot > slash) searchname.Truncate(dot);
}
for (size_t i = 0; i < countof(autosearchpaths); i++)
{
auto& layer = autosearchpaths[i];
if (this->*(layer.pointer) == nullptr) // only if no explicit assignment had been done.
{
FStringf lookup("%s%s%s", layer.path, fullname ? "" : "auto/", searchname.GetChars());
auto lump = fileSystem.CheckNumForFullName(lookup, false, ns_global, true);
if (lump != -1)
{
auto bmtex = TexMan.FindGameTexture(fileSystem.GetFileFullName(lump), ETextureType::Any, FTextureManager::TEXMAN_TryAny);
if (bmtex != nullptr)
{
this->*(layer.pointer) = bmtex->GetTexture();
}
}
}
}
for (size_t i = 0; i < countof(autosearchpaths2); i++)
{
auto& layer = autosearchpaths2[i];
if (!this->Layers || this->Layers.get()->*(layer.pointer) == nullptr) // only if no explicit assignment had been done.
{
FStringf lookup("%s%s%s", layer.path, fullname ? "" : "auto/", searchname.GetChars());
auto lump = fileSystem.CheckNumForFullName(lookup, false, ns_global, true);
if (lump != -1)
{
auto bmtex = TexMan.FindGameTexture(fileSystem.GetFileFullName(lump), ETextureType::Any, FTextureManager::TEXMAN_TryAny);
if (bmtex != nullptr)
{
if (this->Layers == nullptr) this->Layers = std::make_unique<FMaterialLayers>();
this->Layers.get()->* (layer.pointer) = bmtex->GetTexture();
}
}
}
}
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flags |= GTexf_AutoMaterialsAdded;
}
//===========================================================================
//
// Checks if the texture has a default brightmap and creates it if so
//
//===========================================================================
void FGameTexture::CreateDefaultBrightmap()
{
auto tex = GetTexture();
if (!(flags & GTexf_BrightmapChecked))
{
flags |= GTexf_BrightmapChecked;
// Check for brightmaps
if (tex->GetImage() && tex->GetImage()->UseGamePalette() && GPalette.HasGlobalBrightmap &&
GetUseType() != ETextureType::Decal && GetUseType() != ETextureType::MiscPatch && GetUseType() != ETextureType::FontChar &&
Brightmap == nullptr)
{
// May have one - let's check when we use this texture
auto texbuf = tex->Get8BitPixels(false);
const int white = ColorMatcher.Pick(255, 255, 255);
int size = tex->GetWidth() * tex->GetHeight();
for (int i = 0; i < size; i++)
{
if (GPalette.GlobalBrightmap.Remap[texbuf[i]] == white)
{
// Create a brightmap
DPrintf(DMSG_NOTIFY, "brightmap created for texture '%s'\n", GetName().GetChars());
Brightmap = CreateBrightmapTexture(tex->GetImage());
return;
}
}
// No bright pixels found
DPrintf(DMSG_SPAMMY, "No bright pixels found in texture '%s'\n", GetName().GetChars());
}
}
}
//==========================================================================
//
// Calculates glow color for a texture
//
//==========================================================================
void FGameTexture::GetGlowColor(float* data)
{
if (isGlowing() && GlowColor == 0)
{
auto buffer = Base->GetBgraBitmap(nullptr);
GlowColor = averageColor((uint32_t*)buffer.GetPixels(), buffer.GetWidth() * buffer.GetHeight(), 153);
// Black glow equals nothing so switch glowing off
if (GlowColor == 0) flags &= ~GTexf_Glowing;
}
data[0] = GlowColor.r * (1 / 255.0f);
data[1] = GlowColor.g * (1 / 255.0f);
data[2] = GlowColor.b * (1 / 255.0f);
}
//===========================================================================
//
//
//
//===========================================================================
int FGameTexture::GetAreas(FloatRect** pAreas) const
{
if (shaderindex == SHADER_Default) // texture splitting can only be done if there's no attached effects
{
*pAreas = Base->areas;
return Base->areacount;
}
else
{
return 0;
}
}
//===========================================================================
//
// Checks if a sprite may be expanded with an empty frame
//
//===========================================================================
bool FGameTexture::ShouldExpandSprite()
{
if (expandSprite != -1) return expandSprite;
// Only applicable to image textures with no shader effect.
if (GetShaderIndex() != SHADER_Default || !dynamic_cast<FImageTexture*>(Base.get()))
{
expandSprite = false;
return false;
}
if (Brightmap != NULL && (Base->GetWidth() != Brightmap->GetWidth() || Base->GetHeight() != Brightmap->GetHeight()))
{
// do not expand if the brightmap's physical size differs from the base.
expandSprite = false;
return false;
}
if (Layers && Layers->Glowmap != NULL && (Base->GetWidth() != Layers->Glowmap->GetWidth() || Base->GetHeight() != Layers->Glowmap->GetHeight()))
{
// same restriction for the glow map
expandSprite = false;
return false;
}
expandSprite = true;
return true;
}
//===========================================================================
//
// Sets up the sprite positioning data for this texture
//
//===========================================================================
void FGameTexture::SetupSpriteData()
{
// Since this is only needed for real sprites it gets allocated on demand.
// It also allocates from the image memory arena because it has the same lifetime and to reduce maintenance.
if (spi == nullptr) spi = (SpritePositioningInfo*)ImageArena.Alloc(2 * sizeof(SpritePositioningInfo));
for (int i = 0; i < 2; i++)
{
auto& spi = this->spi[i];
spi.mSpriteU[0] = spi.mSpriteV[0] = 0.f;
spi.mSpriteU[1] = spi.mSpriteV[1] = 1.f;
spi.spriteWidth = GetTexelWidth();
spi.spriteHeight = GetTexelHeight();
if (i == 1 && ShouldExpandSprite())
{
spi.mTrimResult = Base->TrimBorders(spi.trim) && !GetNoTrimming(); // get the trim size before adding the empty frame
spi.spriteWidth += 2;
spi.spriteHeight += 2;
}
}
SetSpriteRect();
}
//===========================================================================
//
// Set the sprite rectangle. This is separate because it may be called by a CVAR, too.
//
//===========================================================================
void FGameTexture::SetSpriteRect()
{
if (!spi) return;
auto leftOffset = GetTexelLeftOffset(r_spriteadjustHW);
auto topOffset = GetTexelTopOffset(r_spriteadjustHW);
float fxScale = GetScaleX();
float fyScale = GetScaleY();
for (int i = 0; i < 2; i++)
{
auto& spi = this->spi[i];
// mSpriteRect is for positioning the sprite in the scene.
spi.mSpriteRect.left = -leftOffset / fxScale;
spi.mSpriteRect.top = -topOffset / fyScale;
spi.mSpriteRect.width = spi.spriteWidth / fxScale;
spi.mSpriteRect.height = spi.spriteHeight / fyScale;
if (i == 1 && ShouldExpandSprite())
{
// a little adjustment to make sprites look better with texture filtering:
// create a 1 pixel wide empty frame around them.
int oldwidth = spi.spriteWidth - 2;
int oldheight = spi.spriteHeight - 2;
leftOffset += 1;
topOffset += 1;
// Reposition the sprite with the frame considered
spi.mSpriteRect.left = -(float)leftOffset / fxScale;
spi.mSpriteRect.top = -(float)topOffset / fyScale;
spi.mSpriteRect.width = (float)spi.spriteWidth / fxScale;
spi.mSpriteRect.height = (float)spi.spriteHeight / fyScale;
if (spi.mTrimResult > 0)
{
spi.mSpriteRect.left += (float)spi.trim[0] / fxScale;
spi.mSpriteRect.top += (float)spi.trim[1] / fyScale;
spi.mSpriteRect.width -= float(oldwidth - spi.trim[2]) / fxScale;
spi.mSpriteRect.height -= float(oldheight - spi.trim[3]) / fyScale;
spi.mSpriteU[0] = (float)spi.trim[0] / (float)spi.spriteWidth;
spi.mSpriteV[0] = (float)spi.trim[1] / (float)spi.spriteHeight;
spi.mSpriteU[1] -= float(oldwidth - spi.trim[0] - spi.trim[2]) / (float)spi.spriteWidth;
spi.mSpriteV[1] -= float(oldheight - spi.trim[1] - spi.trim[3]) / (float)spi.spriteHeight;
}
}
}
}
//===========================================================================
//
// Cleans the attached hardware resources.
// This should only be used on textures which alter their content at run time
//or when the engine shuts down.
//
//===========================================================================
void FGameTexture::CleanHardwareData(bool full)
{
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if (full) Base->CleanHardwareTextures();
for (auto mat : Material) if (mat) mat->DeleteDescriptors();
}
//-----------------------------------------------------------------------------
//
// Make sprite offset adjustment user-configurable per renderer.
//
//-----------------------------------------------------------------------------
CUSTOM_CVAR(Int, r_spriteadjust, 2, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
{
r_spriteadjustHW = !!(self & 2);
r_spriteadjustSW = !!(self & 1);
for (int i = 0; i < TexMan.NumTextures(); i++)
{
auto tex = TexMan.GetGameTexture(FSetTextureID(i));
if (tex->GetTexelLeftOffset(0) != tex->GetTexelLeftOffset(1) || tex->GetTexelTopOffset(0) != tex->GetTexelTopOffset(1))
{
tex->SetSpriteRect();
}
}
}
//===========================================================================
//
// Coordinate helper.
// The only reason this is even needed is that many years ago someone
// was convinced that having per-texel panning on walls was a good idea.
// If it wasn't for this relatively useless feature the entire positioning
// code for wall textures could be a lot simpler.
//
//===========================================================================
//===========================================================================
//
//
//
//===========================================================================
float FTexCoordInfo::RowOffset(float rowoffset) const
{
float scale = fabsf(mScale.Y);
if (scale == 1.f || mWorldPanning) return rowoffset;
else return rowoffset / scale;
}
//===========================================================================
//
//
//
//===========================================================================
float FTexCoordInfo::TextureOffset(float textureoffset) const
{
float scale = fabsf(mScale.X);
if (scale == 1.f || mWorldPanning) return textureoffset;
else return textureoffset / scale;
}
//===========================================================================
//
// Returns the size for which texture offset coordinates are used.
//
//===========================================================================
float FTexCoordInfo::TextureAdjustWidth() const
{
if (mWorldPanning)
{
float tscale = fabsf(mTempScale.X);
if (tscale == 1.f) return (float)mRenderWidth;
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else return mWidth / fabsf(tscale);
}
else return (float)mWidth;
}
//===========================================================================
//
// Retrieve texture coordinate info for per-wall scaling
//
//===========================================================================
void FTexCoordInfo::GetFromTexture(FGameTexture *tex, float x, float y, bool forceworldpanning)
{
if (x == 1.f)
{
mRenderWidth = xs_RoundToInt(tex->GetDisplayWidth());
mScale.X = tex->GetScaleX();
mTempScale.X = 1.f;
}
else
{
float scale_x = x * tex->GetScaleX();
mRenderWidth = xs_CeilToInt(tex->GetTexelWidth() / scale_x);
mScale.X = scale_x;
mTempScale.X = x;
}
if (y == 1.f)
{
mRenderHeight = xs_RoundToInt(tex->GetDisplayHeight());
mScale.Y = tex->GetScaleY();
mTempScale.Y = 1.f;
}
else
{
float scale_y = y * tex->GetScaleY();
mRenderHeight = xs_CeilToInt(tex->GetTexelHeight() / scale_y);
mScale.Y = scale_y;
mTempScale.Y = y;
}
if (tex->isHardwareCanvas())
{
mScale.Y = -mScale.Y;
mRenderHeight = -mRenderHeight;
}
mWorldPanning = tex->useWorldPanning() || forceworldpanning;
mWidth = tex->GetTexelWidth();
}