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https://github.com/DrBeef/Raze.git
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397 lines
13 KiB
C++
397 lines
13 KiB
C++
#pragma once
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#include <stdint.h>
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#include "vectors.h"
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#include "floatrect.h"
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#include "refcounted.h"
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#include "xs_Float.h"
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#include "palentry.h"
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#include "zstring.h"
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#include "textureid.h"
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// 15 because 0th texture is our texture
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#define MAX_CUSTOM_HW_SHADER_TEXTURES 15
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class FTexture;
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class ISoftwareTexture;
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class FMaterial;
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struct SpritePositioningInfo
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{
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uint16_t trim[4];
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int spriteWidth, spriteHeight;
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float mSpriteU[2], mSpriteV[2];
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FloatRect mSpriteRect;
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uint8_t mTrimResult;
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float GetSpriteUL() const { return mSpriteU[0]; }
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float GetSpriteVT() const { return mSpriteV[0]; }
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float GetSpriteUR() const { return mSpriteU[1]; }
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float GetSpriteVB() const { return mSpriteV[1]; }
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const FloatRect &GetSpriteRect() const
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{
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return mSpriteRect;
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}
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};
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struct MaterialLayers
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{
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float Glossiness;
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float SpecularLevel;
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FGameTexture* Brightmap;
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FGameTexture* Normal;
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FGameTexture* Specular;
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FGameTexture* Metallic;
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FGameTexture* Roughness;
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FGameTexture* AmbientOcclusion;
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FGameTexture* CustomShaderTextures[MAX_CUSTOM_HW_SHADER_TEXTURES];
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};
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enum EGameTexFlags
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{
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GTexf_NoDecals = 1, // Decals should not stick to texture
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GTexf_WorldPanning = 2, // Texture is panned in world units rather than texels
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GTexf_FullNameTexture = 4, // Name is taken from the file system.
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GTexf_Glowing = 8, // Texture emits a glow
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GTexf_AutoGlowing = 16, // Glow info is determined from texture image.
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GTexf_RenderFullbright = 32, // always draw fullbright
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GTexf_DisableFullbrightSprites = 64, // This texture will not be displayed as fullbright sprite
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GTexf_BrightmapChecked = 128, // Check for a colormap-based brightmap was already done.
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GTexf_AutoMaterialsAdded = 256, // AddAutoMaterials has been called on this texture.
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GTexf_OffsetsNotForFont = 512, // The offsets must be ignored when using this texture in a font.
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};
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// Refactoring helper to allow piece by piece adjustment of the API
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class FGameTexture
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{
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friend class FMaterial;
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friend class GLDefsParser; // this needs access to set up the texture properly
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// Material layers. These are shared so reference counting is used.
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RefCountedPtr<FTexture> Base;
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RefCountedPtr<FTexture> Brightmap;
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RefCountedPtr<FTexture> Detailmap;
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RefCountedPtr<FTexture> Glowmap;
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RefCountedPtr<FTexture> Normal; // Normal map texture
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RefCountedPtr<FTexture> Specular; // Specular light texture for the diffuse+normal+specular light model
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RefCountedPtr<FTexture> Metallic; // Metalness texture for the physically based rendering (PBR) light model
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RefCountedPtr<FTexture> Roughness; // Roughness texture for PBR
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RefCountedPtr<FTexture> AmbientOcclusion; // Ambient occlusion texture for PBR
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RefCountedPtr<FTexture> CustomShaderTextures[MAX_CUSTOM_HW_SHADER_TEXTURES]; // Custom texture maps for custom hardware shaders
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FString Name;
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FTextureID id;
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uint16_t TexelWidth, TexelHeight;
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int16_t LeftOffset[2], TopOffset[2];
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float DisplayWidth, DisplayHeight;
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float ScaleX, ScaleY;
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int8_t shouldUpscaleFlag = 1;
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ETextureType UseType = ETextureType::Wall; // This texture's primary purpose
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SpritePositioningInfo* spi = nullptr;
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ISoftwareTexture* SoftwareTexture = nullptr;
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FMaterial* Material[5] = { };
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// Material properties
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FVector2 detailScale = { 1.f, 1.f };
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float Glossiness = 10.f;
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float SpecularLevel = 0.1f;
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float shaderspeed = 1.f;
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int shaderindex = 0;
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int flags = 0;
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uint8_t warped = 0;
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int8_t expandSprite = -1;
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uint16_t GlowHeight = 128;
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PalEntry GlowColor = 0;
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int16_t SkyOffset = 0;
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uint16_t Rotations = 0xffff;
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public:
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float alphaThreshold = 0.5f;
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FGameTexture(FTexture* wrap, const char *name);
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~FGameTexture();
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void Setup(FTexture* wrap);
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FTextureID GetID() const { return id; }
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void SetID(FTextureID newid) { id = newid; } // should only be called by the texture manager
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const FString& GetName() const { return Name; }
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void SetName(const char* name) { Name = name; } // should only be called by setup code.
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float GetScaleX() { return ScaleX; }
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float GetScaleY() { return ScaleY; }
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float GetDisplayWidth() const { return DisplayWidth; }
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float GetDisplayHeight() const { return DisplayHeight; }
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int GetTexelWidth() const { return TexelWidth; }
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int GetTexelHeight() const { return TexelHeight; }
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void CreateDefaultBrightmap();
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void AddAutoMaterials();
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bool ShouldExpandSprite();
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void SetupSpriteData();
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void SetSpriteRect();
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ETextureType GetUseType() const { return UseType; }
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void SetUpscaleFlag(int what) { shouldUpscaleFlag = what; }
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int GetUpscaleFlag() { return shouldUpscaleFlag == 1; }
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FTexture* GetTexture() { return Base.get(); }
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int GetSourceLump() const { return Base->GetSourceLump(); }
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void SetBrightmap(FGameTexture* tex) { Brightmap = tex->GetTexture(); }
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int GetTexelLeftOffset(int adjusted = 0) const { return LeftOffset[adjusted]; }
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int GetTexelTopOffset(int adjusted = 0) const { return TopOffset[adjusted]; }
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float GetDisplayLeftOffset(int adjusted = 0) const { return LeftOffset[adjusted] / ScaleX; }
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float GetDisplayTopOffset(int adjusted = 0) const { return TopOffset[adjusted] / ScaleY; }
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bool isMiscPatch() const { return GetUseType() == ETextureType::MiscPatch; } // only used by the intermission screen to decide whether to tile the background image or not.
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bool isFullbrightDisabled() const { return !!(flags & GTexf_DisableFullbrightSprites); }
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bool isFullbright() const { return !!(flags & GTexf_RenderFullbright); }
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bool isFullNameTexture() const { return !!(flags & GTexf_FullNameTexture); }
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bool expandSprites() { return expandSprite == -1? ShouldExpandSprite() : !!expandSprite; }
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bool useWorldPanning() const { return !!(flags & GTexf_WorldPanning); }
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void SetWorldPanning(bool on) { if (on) flags |= GTexf_WorldPanning; else flags &= ~GTexf_WorldPanning; }
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bool allowNoDecals() const { return !!(flags & GTexf_NoDecals); }
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void SetNoDecals(bool on) { if (on) flags |= GTexf_NoDecals; else flags &= ~GTexf_NoDecals; }
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void SetOffsetsNotForFont() { flags |= GTexf_OffsetsNotForFont; }
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bool isValid() const { return UseType != ETextureType::Null; }
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int isWarped() { return warped; }
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void SetWarpStyle(int style) { warped = style; }
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bool isMasked() { return Base->Masked; }
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bool isHardwareCanvas() const { return Base->isHardwareCanvas(); } // There's two here so that this can deal with software canvases in the hardware renderer later.
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bool isSoftwareCanvas() const { return Base->isCanvas(); }
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void SetTranslucent(bool on) { Base->bTranslucent = on; }
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void SetUseType(ETextureType type) { UseType = type; }
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int GetRotations() const { return Rotations; }
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void SetRotations(int rot) { Rotations = int16_t(rot); }
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void SetSkyOffset(int offs) { SkyOffset = offs; }
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int GetSkyOffset() const { return SkyOffset; }
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ISoftwareTexture* GetSoftwareTexture()
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{
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return SoftwareTexture;
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}
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void SetSoftwareTexture(ISoftwareTexture* swtex)
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{
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SoftwareTexture = swtex;
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}
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FMaterial* GetMaterial(int num)
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{
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return Material[num];
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}
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int GetShaderIndex() const { return shaderindex; }
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float GetShaderSpeed() const { return shaderspeed; }
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void SetShaderSpeed(float speed) { shaderspeed = speed; }
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void SetShaderIndex(int index) { shaderindex = index; }
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void SetShaderLayers(MaterialLayers& lay)
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{
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// Only update layers that have something defind.
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if (lay.Glossiness > -1000) Glossiness = lay.Glossiness;
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if (lay.SpecularLevel > -1000) SpecularLevel = lay.SpecularLevel;
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if (lay.Brightmap) Brightmap = lay.Brightmap->GetTexture();
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if (lay.Normal) Normal = lay.Normal->GetTexture();
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if (lay.Specular) Specular = lay.Specular->GetTexture();
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if (lay.Metallic) Metallic = lay.Metallic->GetTexture();
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if (lay.Roughness) Roughness = lay.Roughness->GetTexture();
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if (lay.AmbientOcclusion) AmbientOcclusion = lay.AmbientOcclusion->GetTexture();
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for (int i = 0; i < MAX_CUSTOM_HW_SHADER_TEXTURES; i++)
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{
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if (lay.CustomShaderTextures[i]) CustomShaderTextures[i] = lay.CustomShaderTextures[i]->GetTexture();
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}
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}
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float GetGlossiness() const { return Glossiness; }
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float GetSpecularLevel() const { return SpecularLevel; }
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void CopySize(FGameTexture* BaseTexture, bool forfont = false)
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{
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Base->CopySize(BaseTexture->Base.get());
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SetDisplaySize(BaseTexture->GetDisplayWidth(), BaseTexture->GetDisplayHeight());
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if (!forfont || !(BaseTexture->flags & GTexf_OffsetsNotForFont))
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{
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SetOffsets(0, BaseTexture->GetTexelLeftOffset(0), BaseTexture->GetTexelTopOffset(0));
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SetOffsets(1, BaseTexture->GetTexelLeftOffset(1), BaseTexture->GetTexelTopOffset(1));
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}
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}
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// Glowing is a pure material property that should not filter down to the actual texture objects.
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void GetGlowColor(float* data);
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bool isGlowing() const { return !!(flags & GTexf_Glowing); }
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bool isAutoGlowing() const { return !!(flags & GTexf_AutoGlowing); }
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int GetGlowHeight() const { return GlowHeight; }
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void SetAutoGlowing() { flags |= (GTexf_AutoGlowing | GTexf_Glowing | GTexf_RenderFullbright); }
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void SetGlowHeight(int v) { GlowHeight = v; }
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void SetFullbright() { flags |= GTexf_RenderFullbright; }
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void SetDisableFullbright(bool on) { if (on) flags |= GTexf_DisableFullbrightSprites; else flags &= ~GTexf_DisableFullbrightSprites; }
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void SetGlowing(PalEntry color) { flags = (flags & ~GTexf_AutoGlowing) | GTexf_Glowing; GlowColor = color; }
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bool isUserContent() const;
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int CheckRealHeight() { return xs_RoundToInt(Base->CheckRealHeight() / ScaleY); }
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void SetSize(int x, int y)
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{
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TexelWidth = x;
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TexelHeight = y;
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SetDisplaySize(float(x), float(y));
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}
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void SetDisplaySize(float w, float h)
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{
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DisplayWidth = w;
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DisplayHeight = h;
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ScaleX = TexelWidth / w;
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ScaleY = TexelHeight / h;
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// compensate for roundoff errors
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if (int(ScaleX * w) != TexelWidth) ScaleX += (1 / 65536.);
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if (int(ScaleY * h) != TexelHeight) ScaleY += (1 / 65536.);
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}
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void SetBase(FTexture* Tex)
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{
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Base = Tex;
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}
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void SetOffsets(int which, int x, int y)
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{
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LeftOffset[which] = x;
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TopOffset[which] = y;
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}
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void SetOffsets(int x, int y)
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{
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LeftOffset[0] = x;
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TopOffset[0] = y;
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LeftOffset[1] = x;
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TopOffset[1] = y;
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}
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void SetScale(float x, float y)
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{
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ScaleX = x;
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ScaleY = y;
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DisplayWidth = TexelWidth / x;
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DisplayHeight = TexelHeight / y;
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}
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const SpritePositioningInfo& GetSpritePositioning(int which) { if (spi == nullptr) SetupSpriteData(); return spi[which]; }
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int GetAreas(FloatRect** pAreas) const;
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bool GetTranslucency()
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{
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return Base->GetTranslucency();
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}
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int GetClampMode(int clampmode)
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{
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if (GetUseType() == ETextureType::SWCanvas) clampmode = CLAMP_NOFILTER;
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else if (isHardwareCanvas()) clampmode = CLAMP_CAMTEX;
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else if ((isWarped() || shaderindex >= FIRST_USER_SHADER) && clampmode <= CLAMP_XY) clampmode = CLAMP_NONE;
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return clampmode;
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}
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void CleanHardwareData(bool full = true);
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void GetLayers(TArray<FTexture*>& layers)
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{
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layers.Clear();
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for (auto tex : { Base.get(), Brightmap.get(), Detailmap.get(), Glowmap.get(), Normal.get(), Specular.get(), Metallic.get(), Roughness.get(), AmbientOcclusion.get() })
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{
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if (tex != nullptr) layers.Push(tex);
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}
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for (auto& tex : CustomShaderTextures)
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{
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if (tex != nullptr) layers.Push(tex.get());
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}
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}
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FVector2 GetDetailScale() const
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{
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return detailScale;
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}
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void SetDetailScale(float x, float y)
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{
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detailScale.X = x;
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detailScale.Y = y;
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}
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FTexture* GetBrightmap()
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{
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if (Brightmap.get() || (flags & GTexf_BrightmapChecked)) return Brightmap.get();
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CreateDefaultBrightmap();
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return Brightmap.get();
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}
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FTexture* GetGlowmap()
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{
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return Glowmap.get();
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}
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FTexture* GetDetailmap()
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{
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return Detailmap.get();
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}
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void SetGlowmap(FTexture *T)
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{
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Glowmap = T;
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}
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void SetDetailmap(FTexture* T)
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{
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Detailmap = T;
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}
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void SetNormalmap(FTexture* T)
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{
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Normal = T;
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}
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void SetSpecularmap(FTexture* T)
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{
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Specular = T;
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}
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};
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inline FGameTexture* MakeGameTexture(FTexture* tex, const char *name, ETextureType useType)
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{
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if (!tex) return nullptr;
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auto t = new FGameTexture(tex, name);
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t->SetUseType(useType);
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return t;
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}
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enum EUpscaleFlags
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{
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UF_None = 0,
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UF_Texture = 1,
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UF_Sprite = 2,
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UF_Font = 4
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};
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extern int upscalemask;
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void UpdateUpscaleMask();
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void calcShouldUpscale(FGameTexture* tex);
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inline int shouldUpscale(FGameTexture* tex, EUpscaleFlags UseType)
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{
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// This only checks the global scale mask and the texture's validation for upscaling. Everything else has been done up front elsewhere.
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if (!(upscalemask & UseType)) return 0;
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return tex->GetUpscaleFlag();
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}
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struct FTexCoordInfo
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{
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int mRenderWidth;
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int mRenderHeight;
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int mWidth;
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FVector2 mScale;
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FVector2 mTempScale;
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bool mWorldPanning;
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float FloatToTexU(float v) const { return v / mRenderWidth; }
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float FloatToTexV(float v) const { return v / mRenderHeight; }
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float RowOffset(float ofs) const;
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float TextureOffset(float ofs) const;
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float TextureAdjustWidth() const;
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void GetFromTexture(FGameTexture* tex, float x, float y, bool forceworldpanning);
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};
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