raze/source/glbackend/gl_texture.cpp
2020-05-28 23:48:50 +02:00

431 lines
14 KiB
C++

/*
** gl_texture.cpp
** high level GL texture interface
**
**---------------------------------------------------------------------------
** Copyright 2019 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 "palette.h"
#include "build.h"
#include "hightile.h"
#include "polymost.h"
#include "textures.h"
#include "bitmap.h"
#include "v_font.h"
#include "palettecontainer.h"
#include "../../glbackend/glbackend.h"
#include "texturemanager.h"
// Test CVARs.
CVAR(Int, fixpalette, -1, 0)
CVAR(Int, fixpalswap, -1, 0)
template<class T>
void FlipNonSquareBlock(T* dst, const T* src, int x, int y, int srcpitch)
{
for (int i = 0; i < x; ++i)
{
for (int j = 0; j < y; ++j)
{
dst[i * y + j] = src[i + j * srcpitch];
}
}
}
//===========================================================================
//
// Create an indexed version of the requested texture
//
//===========================================================================
FHardwareTexture* GLInstance::CreateIndexedTexture(FGameTexture* tex)
{
vec2_t siz = { tex->GetTexelWidth(), tex->GetTexelHeight() };
auto store = tex->GetTexture()->Get8BitPixels(false);
const uint8_t* p = store.Data();
auto glpic = GLInterface.NewTexture();
glpic->CreateTexture(siz.x, siz.y, FHardwareTexture::Indexed, false);
TArray<uint8_t> flipped(siz.x * siz.y, true);
FlipNonSquareBlock(flipped.Data(), p, siz.y, siz.x, siz.y);
glpic->LoadTexture(flipped.Data());
return glpic;
}
//===========================================================================
//
// Create a true color version of the requested tile
//
//===========================================================================
FHardwareTexture* GLInstance::CreateTrueColorTexture(FGameTexture* tex, int palid, bool checkfulltransparency, bool rgb8bit)
{
if (tex == TexMan.GameByIndex(0)) return nullptr;
auto texbuffer = tex->GetTexture()->CreateTexBuffer(palid, checkfulltransparency? 0: CTF_ProcessData);
// Check if the texture is fully transparent. When creating a brightmap such textures can be discarded.
if (checkfulltransparency)
{
int siz = texbuffer.mWidth * texbuffer.mHeight * 4;
bool found = false;
for (int i = 3; i < siz; i+=4)
{
if (texbuffer.mBuffer[i] > 0)
{
found = true;
break;
}
}
if (!found) return nullptr;
}
auto glpic = GLInterface.NewTexture();
if (!rgb8bit)
glpic->CreateTexture(texbuffer.mWidth, texbuffer.mHeight, FHardwareTexture::TrueColor, true);
else
glpic->CreateTexture(texbuffer.mWidth, texbuffer.mHeight, FHardwareTexture::Brightmap, false); // Use a more memory friendly format for simple brightmaps.
glpic->LoadTexture(texbuffer.mBuffer);
return glpic;
}
//===========================================================================
//
// Retrieve the texture to be used.
//
//===========================================================================
FHardwareTexture* GLInstance::LoadTexture(FGameTexture* tex, int textype, int palid)
{
if (textype == TT_INDEXED) palid = -1;
auto phwtex = tex->GetTexture()->SystemTextures.GetHardwareTexture(palid, false);
if (phwtex) return (FHardwareTexture*)phwtex;
FHardwareTexture *hwtex = nullptr;
if (textype == TT_INDEXED)
hwtex = CreateIndexedTexture(tex);
else if (!tex->GetTexture()->isHardwareCanvas())
hwtex = CreateTrueColorTexture(tex, textype == TT_HICREPLACE? -1 : palid, textype == TT_BRIGHTMAP, textype == TT_BRIGHTMAP);
else
hwtex = nullptr;
if (hwtex) tex->GetTexture()->SystemTextures.AddHardwareTexture(palid, false, hwtex);
return hwtex;
}
//===========================================================================
//
// Sets a texture for rendering. This should be the ONLY place to bind in-game textures
//
//===========================================================================
struct TexturePick
{
FGameTexture* texture; // which texture to use
int translation; // which translation table to use
int tintFlags; // which shader tinting options to use
PalEntry tintColor; // Tint color
PalEntry basepalTint; // can the base palette be done with a global tint effect?
};
#if 0
TexturePick PickTexture(int tilenum, int basepal, int palette)
{
TexturePick pick = { nullptr, 0, -1, 0xffffff, 0xffffff };
int usepalette = fixpalette >= 0 ? fixpalette : basepal;
int usepalswap = fixpalswap >= 0 ? fixpalswap : palette;
auto& h = hictinting[palette];
auto tex = TileFiles.tiles[tilenum];
auto rep = (hw_hightile && !(h.f & HICTINT_ALWAYSUSEART)) ? TileFiles.FindReplacement(tilenum, usepalswap) : nullptr;
// Canvas textures must be treated like hightile replacements in the following code.
bool truecolor = rep || tex->GetUseType() == FGameTexture::Canvas;
bool applytint = false;
if (truecolor)
{
if (usepalette != 0)
{
// This is a global setting for the entire scene, so let's do it here, right at the start. (Fixme: Store this in a static table instead of reusing the same entry for all palettes.)
auto& hh = hictinting[MAXPALOOKUPS - 1];
// This sets a tinting color for global palettes, e.g. water or slime - only used for hires replacements (also an option for low-resource hardware where duplicating the textures may be problematic.)
pick.basepalTint = hh.tint;
}
if (rep)
{
tex = rep->faces[0];
}
if (!rep || rep->palnum != palette || (h.f & HICTINT_APPLYOVERALTPAL)) applytint = true;
}
else
{
// Tinting is not used on indexed textures, unless explicitly requested
if (h.f & (HICTINT_ALWAYSUSEART | HICTINT_USEONART))
{
applytint = true;
if (!(h.f & HICTINT_APPLYOVERPALSWAP)) usepalswap = 0;
}
pick.translation = TRANSLATION(usepalette + 1, usepalswap);
}
pick.texture = tex;
if (applytint && h.f)
{
pick.tintFlags = h.f;
pick.tintColor = h.tint;
}
return pick;
}
#endif
bool GLInstance::SetTextureInternal(int picnum, FGameTexture* tex, int palette, int method, int sampleroverride, FGameTexture *det, float detscale, FGameTexture *glow)
{
if (tex->GetTexelWidth() <= 0 || tex->GetTexelHeight() <= 0) return false;
int usepalette = fixpalette >= 0 ? fixpalette : curbasepal;
int usepalswap = fixpalswap >= 0 ? fixpalswap : palette;
GLInterface.SetPalette(usepalette);
GLInterface.SetPalswap(usepalswap);
bool texbound[3] = {};
int MatrixChange = 0;
TextureType = hw_int_useindexedcolortextures? TT_INDEXED : TT_TRUECOLOR;
int lookuppal = 0;
VSMatrix texmat;
GLInterface.SetBasepalTint(0xffffff);
auto& h = hictinting[palette];
bool applytint = false;
// Canvas textures must be treated like hightile replacements in the following code.
if (picnum < 0) picnum = TileFiles.GetTileIndex(tex); // Allow getting replacements also when the texture is not passed by its tile number.
auto rep = (picnum >= 0 && hw_hightile && !(h.f & HICTINT_ALWAYSUSEART)) ? TileFiles.FindReplacement(picnum, palette) : nullptr;
if (rep || tex->GetTexture()->isHardwareCanvas())
{
if (usepalette != 0)
{
// This is a global setting for the entire scene, so let's do it here, right at the start. (Fixme: Store this in a static table instead of reusing the same entry for all palettes.)
auto& hh = hictinting[MAXPALOOKUPS - 1];
// This sets a tinting color for global palettes, e.g. water or slime - only used for hires replacements (also an option for low-resource hardware where duplicating the textures may be problematic.)
GLInterface.SetBasepalTint(hh.tint);
}
if (rep)
{
tex = rep->faces[0];
}
if (!rep || rep->palnum != palette || (h.f & HICTINT_APPLYOVERALTPAL)) applytint = true;
TextureType = TT_HICREPLACE;
}
else
{
// Only look up the palette if we really want to use it (i.e. when creating a true color texture of an ART tile.)
if (TextureType == TT_TRUECOLOR)
{
// Tinting is not used on indexed textures
if (h.f & (HICTINT_ALWAYSUSEART | HICTINT_USEONART))
{
applytint = true;
if (!(h.f & HICTINT_APPLYOVERPALSWAP)) usepalswap = 0;
}
lookuppal = TRANSLATION(usepalette + Translation_Remap, usepalswap);
}
}
// This is intentionally the same value for both parameters. The shader does not use the same uniform for modulation and overlay colors.
if (applytint && h.f)
GLInterface.SetTinting(h.f, h.tint, h.tint);
else GLInterface.SetTinting(-1, 0xffffff, 0xffffff);
// Load the main texture
auto mtex = LoadTexture(tex, TextureType, lookuppal);
if (mtex)
{
auto sampler = (method & DAMETH_CLAMPED) ? (sampleroverride != -1 ? sampleroverride : SamplerClampXY) : SamplerRepeat;
if (TextureType == TT_INDEXED)
{
sampler = sampler + SamplerNoFilterRepeat - SamplerRepeat;
}
else if (tex->isHardwareCanvas())
{
sampler = CLAMP_CAMTEX;
}
UseDetailMapping(false);
UseGlowMapping(false);
UseBrightmaps(false);
BindTexture(0, mtex, sampler);
// Needs a) testing and b) verification for correctness. This doesn't look like it makes sense.
if (rep && (rep->scale.x != 1.0f || rep->scale.y != 1.0f))
{
//texmat.loadIdentity();
//texmat.scale(rep->scale.x, rep->scale.y, 1.0f);
//GLInterface.SetMatrix(Matrix_Texture, &texmat);
}
// Also load additional layers needed for this texture.
if (hw_detailmapping && hw_hightile && picnum > -1)
{
float detscalex = detscale, detscaley = detscale;
if (!(method & DAMETH_MODEL))
{
auto drep = TileFiles.FindReplacement(picnum, DETAILPAL);
if (drep)
{
det = drep->faces[0];
detscalex = drep->scale.x;
detscaley = drep->scale.y;
}
}
if (det)
{
auto htex = LoadTexture(det, TT_HICREPLACE, 0);
UseDetailMapping(true);
BindTexture(3, htex, SamplerRepeat);
texbound[0] = true;
/* todo: instead of a matrix, just pass a two-component uniform. Using a full matrix here is problematic.
if (MatrixChange & 1) MatrixChange |= 2;
else texmat.loadIdentity();
if ((detscalex != 1.0f) || (detscaley != 1.0f))
{
texmat.scale(detscalex, detscaley, 1.0f);
MatrixChange |= 2;
}
if (MatrixChange & 2) GLInterface.SetMatrix(Matrix_Detail, &texmat);
*/
}
}
if (hw_glowmapping && hw_hightile && picnum > -1)
{
if (!(method & DAMETH_MODEL))
{
auto drep = TileFiles.FindReplacement(picnum, GLOWPAL);
if (drep)
{
glow = drep->faces[0];
}
}
if (glow)
{
auto htex = LoadTexture(glow, TT_HICREPLACE, 0);
UseGlowMapping(true);
BindTexture(4, htex, SamplerRepeat);
texbound[1] = true;
}
}
#if 1
if (picnum > -1 && !(TileFiles.tiledata[picnum].picanm.sf & PICANM_NOFULLBRIGHT_BIT) && !(globalflags & GLOBAL_NO_GL_FULLBRIGHT) && !TileFiles.tiledata[picnum].NoBrightmapFlag[usepalswap])
{
if (TextureType == TT_HICREPLACE)
{
auto brep = TileFiles.FindReplacement(picnum, BRIGHTPAL);
if (brep)
{
LoadTexture(brep->faces[0], TT_HICREPLACE, 0);
UseBrightmaps(true);
BindTexture(5, mtex, sampler);
texbound[2] = true;
}
else
{
TileFiles.tiledata[picnum].picanm.sf |= PICANM_NOFULLBRIGHT_BIT;
}
}
else if (TextureType == TT_TRUECOLOR)
{
lookuppal = -1;// Needs some work on the texture management first. palmanager.LookupPalette(usepalette, usepalswap, true);
if (lookuppal >= 0)
{
auto htex = LoadTexture(tex, TT_BRIGHTMAP, lookuppal);
if (htex == nullptr)
{
// Flag the texture as not being brightmapped for the given palette
TileFiles.tiledata[picnum].NoBrightmapFlag.Set(usepalswap);
}
else
{
UseBrightmaps(true);
BindTexture(5, htex, sampler);
texbound[2] = true;
}
}
}
}
if (!texbound[0]) UnbindTexture(3);
if (!texbound[1]) UnbindTexture(4);
if (!texbound[2]) UnbindTexture(5);
#endif
}
else return false;
float al = 0.5f;
if (TextureType == TT_HICREPLACE)
{
al = ((unsigned)picnum < MAXTILES&& alphahackarray[picnum] != 0) ? alphahackarray[picnum] * (1.f / 255.f) :
(tex->alphaThreshold >= 0 ? tex->alphaThreshold * (1.f / 255.f) : 0.f);
}
GLInterface.SetAlphaThreshold(al);
return true;
}
//===========================================================================
//
// Sets a named texture for 2D rendering. In this case the palette is
// a direct index into the palette map.
//
//===========================================================================
bool GLInstance::SetNamedTexture(FGameTexture* tex, int palette, int sampler)
{
auto mtex = LoadTexture(tex, palette>= 0? TT_TRUECOLOR : TT_HICREPLACE, palette);
if (!mtex) return false;
BindTexture(0, mtex, sampler);
GLInterface.SetAlphaThreshold(tex->GetTranslucency()? 0.f : 0.5f);
return true;
}
// stand-ins for the texture system. Nothing of this is used right now, but needs to be present to satisfy the linker
int PalCheck(int tex)
{
return tex;
}
void InitBuildTiles()
{
}
TArray<UserShaderDesc> usershaders;