/* ** 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" #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 FGameTexture::* pointer; }; struct AutoTextureSearchPath2 { const char* path; RefCountedPtr 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 } }; 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(); this->Layers.get()->* (layer.pointer) = bmtex->GetTexture(); } } } } 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(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) { 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; 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(); }