mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-28 23:11:58 +00:00
- moved the sprite positioning info out of FMaterial back into FTexture.
This cleans out half of FMaterial and brings it closer to being a texture binding descriptor, which is all it really should be.
This commit is contained in:
parent
9099bc8420
commit
0ce0099e29
7 changed files with 309 additions and 300 deletions
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@ -30,21 +30,6 @@
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IHardwareTexture* CreateHardwareTexture();
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// We really do not need to create more than one hardware texture per image source.
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// However, the internal handling depends on FTexture for everything so this array maps each all textures sharing the same master texture that gets used in the layer array.
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static TMap<FImageSource*, FTexture*> imageToMasterTexture;
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static FTexture* GetMasterTexture(FTexture* tx)
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{
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if (tx->GetUseType() == ETextureType::Null) return tx; // Null textures never get redirected
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auto img = tx->GetImage();
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if (!img) return tx; // this is not an image texture and represents itself.
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auto find = imageToMasterTexture.CheckKey(img);
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if (find) return *find; // already got a master texture for this. Return it.
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imageToMasterTexture.Insert(img, tx);
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return tx; // this is a newly added master texture.
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}
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//===========================================================================
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//
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// Constructor
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@ -55,7 +40,7 @@ FMaterial::FMaterial(FTexture * tx, bool expanded)
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{
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mShaderIndex = SHADER_Default;
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sourcetex = tx;
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imgtex = GetMasterTexture(tx);
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imgtex = tx;
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if (tx->UseType == ETextureType::SWCanvas && static_cast<FWrapperTexture*>(tx)->GetColorFormat() == 0)
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{
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@ -79,7 +64,7 @@ FMaterial::FMaterial(FTexture * tx, bool expanded)
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{
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for (auto &texture : { tx->Normal, tx->Specular })
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{
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mTextureLayers.Push(GetMasterTexture(texture));
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mTextureLayers.Push(texture);
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}
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mShaderIndex = SHADER_Specular;
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}
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@ -87,7 +72,7 @@ FMaterial::FMaterial(FTexture * tx, bool expanded)
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{
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for (auto &texture : { tx->Normal, tx->Metallic, tx->Roughness, tx->AmbientOcclusion })
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{
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mTextureLayers.Push(GetMasterTexture(texture));
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mTextureLayers.Push(texture);
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}
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mShaderIndex = SHADER_PBR;
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}
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@ -96,7 +81,7 @@ FMaterial::FMaterial(FTexture * tx, bool expanded)
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tx->CreateDefaultBrightmap();
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if (tx->Brightmap)
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{
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mTextureLayers.Push(GetMasterTexture(tx->Brightmap));
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mTextureLayers.Push(tx->Brightmap);
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mLayerFlags |= TEXF_Brightmap;
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}
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else
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@ -105,7 +90,7 @@ FMaterial::FMaterial(FTexture * tx, bool expanded)
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}
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if (tx->Detailmap)
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{
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mTextureLayers.Push(GetMasterTexture(tx->Detailmap));
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mTextureLayers.Push(tx->Detailmap);
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mLayerFlags |= TEXF_Detailmap;
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}
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else
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@ -114,7 +99,7 @@ FMaterial::FMaterial(FTexture * tx, bool expanded)
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}
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if (tx->Glowmap)
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{
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mTextureLayers.Push(GetMasterTexture(tx->Glowmap));
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mTextureLayers.Push(tx->Glowmap);
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mLayerFlags |= TEXF_Glowmap;
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}
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else
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@ -130,7 +115,7 @@ FMaterial::FMaterial(FTexture * tx, bool expanded)
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for (auto &texture : tx->CustomShaderTextures)
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{
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if (texture == nullptr) continue;
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mTextureLayers.Push(GetMasterTexture(texture));
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mTextureLayers.Push(texture);
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}
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mShaderIndex = tx->shaderindex;
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}
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@ -142,23 +127,8 @@ FMaterial::FMaterial(FTexture * tx, bool expanded)
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mTopOffset = tx->GetTopOffset(0);
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mRenderWidth = tx->GetScaledWidth();
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mRenderHeight = tx->GetScaledHeight();
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mSpriteU[0] = mSpriteV[0] = 0.f;
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mSpriteU[1] = mSpriteV[1] = 1.f;
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mExpanded = expanded;
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if (expanded)
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{
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int oldwidth = mWidth;
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int oldheight = mHeight;
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mTrimResult = TrimBorders(trim); // get the trim size before adding the empty frame
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mWidth += 2;
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mHeight += 2;
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mRenderWidth = mRenderWidth * mWidth / oldwidth;
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mRenderHeight = mRenderHeight * mHeight / oldheight;
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}
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SetSpriteRect();
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mTextureLayers.ShrinkToFit();
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tx->Material[expanded] = this;
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@ -175,149 +145,6 @@ FMaterial::~FMaterial()
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{
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}
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//===========================================================================
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//
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// Set the sprite rectangle
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//
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//===========================================================================
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void FMaterial::SetSpriteRect()
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{
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auto leftOffset = sourcetex->GetLeftOffsetHW();
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auto topOffset = sourcetex->GetTopOffsetHW();
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float fxScale = (float)sourcetex->Scale.X;
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float fyScale = (float)sourcetex->Scale.Y;
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// mSpriteRect is for positioning the sprite in the scene.
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mSpriteRect.left = -leftOffset / fxScale;
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mSpriteRect.top = -topOffset / fyScale;
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mSpriteRect.width = mWidth / fxScale;
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mSpriteRect.height = mHeight / fyScale;
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if (mExpanded)
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{
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// a little adjustment to make sprites look better with texture filtering:
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// create a 1 pixel wide empty frame around them.
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int oldwidth = mWidth - 2;
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int oldheight = mHeight - 2;
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leftOffset += 1;
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topOffset += 1;
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// Reposition the sprite with the frame considered
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mSpriteRect.left = -leftOffset / fxScale;
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mSpriteRect.top = -topOffset / fyScale;
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mSpriteRect.width = mWidth / fxScale;
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mSpriteRect.height = mHeight / fyScale;
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if (mTrimResult)
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{
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mSpriteRect.left += trim[0] / fxScale;
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mSpriteRect.top += trim[1] / fyScale;
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mSpriteRect.width -= (oldwidth - trim[2]) / fxScale;
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mSpriteRect.height -= (oldheight - trim[3]) / fyScale;
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mSpriteU[0] = trim[0] / (float)mWidth;
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mSpriteV[0] = trim[1] / (float)mHeight;
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mSpriteU[1] -= (oldwidth - trim[0] - trim[2]) / (float)mWidth;
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mSpriteV[1] -= (oldheight - trim[1] - trim[3]) / (float)mHeight;
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}
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}
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}
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//===========================================================================
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//
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// Finds empty space around the texture.
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// Used for sprites that got placed into a huge empty frame.
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//
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//===========================================================================
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bool FMaterial::TrimBorders(uint16_t *rect)
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{
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auto texbuffer = sourcetex->CreateTexBuffer(0);
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int w = texbuffer.mWidth;
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int h = texbuffer.mHeight;
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auto Buffer = texbuffer.mBuffer;
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if (texbuffer.mBuffer == nullptr)
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{
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return false;
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}
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if (w != mWidth || h != mHeight)
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{
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// external Hires replacements cannot be trimmed.
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return false;
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}
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int size = w*h;
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if (size == 1)
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{
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// nothing to be done here.
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rect[0] = 0;
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rect[1] = 0;
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rect[2] = 1;
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rect[3] = 1;
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return true;
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}
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int first, last;
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for(first = 0; first < size; first++)
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{
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if (Buffer[first*4+3] != 0) break;
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}
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if (first >= size)
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{
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// completely empty
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rect[0] = 0;
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rect[1] = 0;
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rect[2] = 1;
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rect[3] = 1;
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return true;
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}
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for(last = size-1; last >= first; last--)
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{
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if (Buffer[last*4+3] != 0) break;
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}
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rect[1] = first / w;
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rect[3] = 1 + last/w - rect[1];
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rect[0] = 0;
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rect[2] = w;
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unsigned char *bufferoff = Buffer + (rect[1] * w * 4);
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h = rect[3];
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for(int x = 0; x < w; x++)
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{
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for(int y = 0; y < h; y++)
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{
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if (bufferoff[(x+y*w)*4+3] != 0) goto outl;
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}
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rect[0]++;
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}
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outl:
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rect[2] -= rect[0];
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for(int x = w-1; rect[2] > 1; x--)
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{
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for(int y = 0; y < h; y++)
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{
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if (bufferoff[(x+y*w)*4+3] != 0)
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{
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return true;
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}
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}
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rect[2]--;
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}
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return true;
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}
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//===========================================================================
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//
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@ -343,25 +170,6 @@ IHardwareTexture *FMaterial::GetLayer(int i, int translation, FTexture **pLayer)
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return nullptr;
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}
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//===========================================================================
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//
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//
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//
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//===========================================================================
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int FMaterial::GetAreas(FloatRect **pAreas) const
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{
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if (mShaderIndex == SHADER_Default) // texture splitting can only be done if there's no attached effects
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{
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*pAreas = sourcetex->areas;
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return sourcetex->areacount;
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}
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else
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{
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return 0;
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}
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}
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//==========================================================================
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//
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// Gets a texture from the texture manager and checks its validity for
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@ -371,31 +179,13 @@ int FMaterial::GetAreas(FloatRect **pAreas) const
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FMaterial * FMaterial::ValidateTexture(FTexture * tex, bool expand, bool create)
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{
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again:
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if (tex && tex->isValid())
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{
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if (tex->bNoExpand) expand = false;
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if (!tex->ShouldExpandSprite()) expand = false;
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FMaterial *hwtex = tex->Material[expand];
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if (hwtex == NULL && create)
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{
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if (expand)
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{
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if (tex->isWarped() || tex->isHardwareCanvas() || tex->shaderindex >= FIRST_USER_SHADER || tex->shaderindex == SHADER_Specular || tex->shaderindex == SHADER_PBR)
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{
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tex->bNoExpand = true;
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goto again;
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}
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if (tex->Brightmap != NULL &&
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(tex->GetTexelWidth() != tex->Brightmap->GetTexelWidth() ||
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tex->GetTexelHeight() != tex->Brightmap->GetTexelHeight())
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)
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{
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// do not expand if the brightmap's size differs.
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tex->bNoExpand = true;
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goto again;
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}
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}
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hwtex = new FMaterial(tex, expand);
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}
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return hwtex;
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@ -415,29 +205,3 @@ void DeleteMaterial(FMaterial* mat)
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}
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//-----------------------------------------------------------------------------
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//
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// Make sprite offset adjustment user-configurable per renderer.
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//
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//-----------------------------------------------------------------------------
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extern int r_spriteadjustSW, r_spriteadjustHW;
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CUSTOM_CVAR(Int, r_spriteadjust, 2, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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{
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r_spriteadjustHW = !!(self & 2);
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r_spriteadjustSW = !!(self & 1);
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for (int i = 0; i < TexMan.NumTextures(); i++)
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{
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auto tex = TexMan.GetTexture(FSetTextureID(i));
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if (tex->GetTexelLeftOffset(0) != tex->GetTexelLeftOffset(1) || tex->GetTexelTopOffset(0) != tex->GetTexelTopOffset(1))
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{
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for (int i = 0; i < 2; i++)
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{
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auto mat = tex->GetMaterial(i);
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if (mat != nullptr) mat->SetSpriteRect();
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}
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}
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}
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}
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@ -40,13 +40,6 @@ class FMaterial
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short mRenderWidth;
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short mRenderHeight;
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bool mExpanded;
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bool mTrimResult;
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uint16_t trim[4];
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float mSpriteU[2], mSpriteV[2];
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FloatRect mSpriteRect;
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bool TrimBorders(uint16_t *rect);
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public:
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FTexture *sourcetex; // the owning texture.
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@ -108,17 +101,10 @@ public:
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// Patch drawing utilities
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void GetSpriteRect(FloatRect * r) const
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{
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*r = mSpriteRect;
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}
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// This is scaled size in integer units as needed by walls and flats
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int TextureHeight() const { return mRenderHeight; }
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int TextureWidth() const { return mRenderWidth; }
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int GetAreas(FloatRect **pAreas) const;
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int GetWidth() const
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{
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return mWidth;
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float GetU(float upix) const { return upix/(float)mWidth; }
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float GetV(float vpix) const { return vpix/(float)mHeight; }
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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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static FMaterial *ValidateTexture(FTexture * tex, bool expand, bool create = true);
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static FMaterial *ValidateTexture(FTextureID no, bool expand, bool trans, bool create = true);
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const TArray<FTexture*> &GetLayerArray() const
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@ -47,6 +47,7 @@
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#include "image.h"
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#include "formats/multipatchtexture.h"
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#include "texturemanager.h"
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#include "c_cvars.h"
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// Wrappers to keep the definitions of these classes out of here.
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void DeleteMaterial(FMaterial* mat);
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@ -125,7 +126,6 @@ FTexture::FTexture (const char *name, int lumpnum)
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bDisableFullbright = false;
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bSkybox = false;
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bNoCompress = false;
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bNoExpand = false;
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bTranslucent = -1;
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@ -461,6 +461,25 @@ void FTexture::GetGlowColor(float *data)
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data[2] = GlowColor.b / 255.0f;
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}
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//===========================================================================
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//
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//
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//
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//===========================================================================
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int FTexture::GetAreas(FloatRect** pAreas) const
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{
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if (shaderindex == SHADER_Default) // texture splitting can only be done if there's no attached effects
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{
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*pAreas = areas;
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return areacount;
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}
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else
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{
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return 0;
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}
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}
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//===========================================================================
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//
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// Finds gaps in the texture which can be skipped by the renderer
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@ -776,6 +795,197 @@ TArray<uint8_t> FTexture::Get8BitPixels(bool alphatex)
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return Pixels;
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}
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//===========================================================================
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//
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// Sets up the sprite positioning data for this texture
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//
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//===========================================================================
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void FTexture::SetupSpriteData()
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{
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spi.mSpriteU[0] = spi.mSpriteV[0] = 0.f;
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spi.mSpriteU[1] = spi.mSpriteV[1] = 1.f;
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spi.spriteWidth = GetTexelWidth();
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spi.spriteHeight = GetTexelHeight();
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if (ShouldExpandSprite())
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{
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if (mTrimResult == -1) mTrimResult = !!TrimBorders(spi.trim); // get the trim size before adding the empty frame
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spi.spriteWidth += 2;
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spi.spriteHeight += 2;
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}
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else mTrimResult = 0;
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SetSpriteRect();
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}
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//===========================================================================
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//
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// Checks if a sprite may be expanded with an empty frame
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//
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//===========================================================================
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bool FTexture::ShouldExpandSprite()
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{
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if (bExpandSprite != -1) return bExpandSprite;
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if (isWarped() || isHardwareCanvas() || shaderindex != SHADER_Default)
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{
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bExpandSprite = false;
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return false;
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}
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if (Brightmap != NULL && (GetTexelWidth() != Brightmap->GetTexelWidth() || GetTexelHeight() != Brightmap->GetTexelHeight()))
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{
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// do not expand if the brightmap's size differs.
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bExpandSprite = false;
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return false;
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}
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bExpandSprite = true;
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return true;
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}
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//===========================================================================
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//
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// Finds empty space around the texture.
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// Used for sprites that got placed into a huge empty frame.
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//
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//===========================================================================
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bool FTexture::TrimBorders(uint16_t* rect)
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{
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|
||||
auto texbuffer = CreateTexBuffer(0);
|
||||
int w = texbuffer.mWidth;
|
||||
int h = texbuffer.mHeight;
|
||||
auto Buffer = texbuffer.mBuffer;
|
||||
|
||||
if (texbuffer.mBuffer == nullptr)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
if (w != Width || h != Height)
|
||||
{
|
||||
// external Hires replacements cannot be trimmed.
|
||||
return false;
|
||||
}
|
||||
|
||||
int size = w * h;
|
||||
if (size == 1)
|
||||
{
|
||||
// nothing to be done here.
|
||||
rect[0] = 0;
|
||||
rect[1] = 0;
|
||||
rect[2] = 1;
|
||||
rect[3] = 1;
|
||||
return true;
|
||||
}
|
||||
int first, last;
|
||||
|
||||
for (first = 0; first < size; first++)
|
||||
{
|
||||
if (Buffer[first * 4 + 3] != 0) break;
|
||||
}
|
||||
if (first >= size)
|
||||
{
|
||||
// completely empty
|
||||
rect[0] = 0;
|
||||
rect[1] = 0;
|
||||
rect[2] = 1;
|
||||
rect[3] = 1;
|
||||
return true;
|
||||
}
|
||||
|
||||
for (last = size - 1; last >= first; last--)
|
||||
{
|
||||
if (Buffer[last * 4 + 3] != 0) break;
|
||||
}
|
||||
|
||||
rect[1] = first / w;
|
||||
rect[3] = 1 + last / w - rect[1];
|
||||
|
||||
rect[0] = 0;
|
||||
rect[2] = w;
|
||||
|
||||
unsigned char* bufferoff = Buffer + (rect[1] * w * 4);
|
||||
h = rect[3];
|
||||
|
||||
for (int x = 0; x < w; x++)
|
||||
{
|
||||
for (int y = 0; y < h; y++)
|
||||
{
|
||||
if (bufferoff[(x + y * w) * 4 + 3] != 0) goto outl;
|
||||
}
|
||||
rect[0]++;
|
||||
}
|
||||
outl:
|
||||
rect[2] -= rect[0];
|
||||
|
||||
for (int x = w - 1; rect[2] > 1; x--)
|
||||
{
|
||||
for (int y = 0; y < h; y++)
|
||||
{
|
||||
if (bufferoff[(x + y * w) * 4 + 3] != 0)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
rect[2]--;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// Set the sprite rectangle
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
void FTexture::SetSpriteRect()
|
||||
{
|
||||
auto leftOffset = GetLeftOffsetHW();
|
||||
auto topOffset = GetTopOffsetHW();
|
||||
|
||||
float fxScale = (float)Scale.X;
|
||||
float fyScale = (float)Scale.Y;
|
||||
|
||||
// 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 (bExpandSprite)
|
||||
{
|
||||
// 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 = -leftOffset / fxScale;
|
||||
spi.mSpriteRect.top = -topOffset / fyScale;
|
||||
spi.mSpriteRect.width = spi.spriteWidth / fxScale;
|
||||
spi.mSpriteRect.height = spi.spriteHeight / fyScale;
|
||||
|
||||
if (mTrimResult > 0)
|
||||
{
|
||||
spi.mSpriteRect.left += spi.trim[0] / fxScale;
|
||||
spi.mSpriteRect.top += spi.trim[1] / fyScale;
|
||||
|
||||
spi.mSpriteRect.width -= (oldwidth - spi.trim[2]) / fxScale;
|
||||
spi.mSpriteRect.height -= (oldheight - spi.trim[3]) / fyScale;
|
||||
|
||||
spi.mSpriteU[0] = spi.trim[0] / spi.spriteWidth;
|
||||
spi.mSpriteV[0] = spi.trim[1] / spi.spriteHeight;
|
||||
spi.mSpriteU[1] -= (oldwidth - spi.trim[0] - spi.trim[2]) / spi.spriteWidth;
|
||||
spi.mSpriteV[1] -= (oldheight - spi.trim[1] - spi.trim[3]) / spi.spriteHeight;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// Coordinate helper.
|
||||
|
@ -904,3 +1114,23 @@ bool FGameTexture::isUserContent() const
|
|||
return (filenum > fileSystem.GetMaxIwadNum());
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
// 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();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -222,6 +222,25 @@ struct FTextureBuffer
|
|||
|
||||
};
|
||||
|
||||
struct SpritePositioningInfo
|
||||
{
|
||||
uint16_t trim[4];
|
||||
int spriteWidth, spriteHeight;
|
||||
float mSpriteU[2], mSpriteV[2];
|
||||
FloatRect mSpriteRect;
|
||||
|
||||
float GetSpriteUL() const { return mSpriteU[0]; }
|
||||
float GetSpriteVT() const { return mSpriteV[0]; }
|
||||
float GetSpriteUR() const { return mSpriteU[1]; }
|
||||
float GetSpriteVB() const { return mSpriteV[1]; }
|
||||
|
||||
const FloatRect &GetSpriteRect() const
|
||||
{
|
||||
return mSpriteRect;
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
// Base texture class
|
||||
class FTexture
|
||||
{
|
||||
|
@ -249,6 +268,10 @@ class FTexture
|
|||
|
||||
|
||||
public:
|
||||
|
||||
SpritePositioningInfo spi;
|
||||
int8_t mTrimResult = -1;
|
||||
|
||||
static FTexture *CreateTexture(const char *name, int lumpnum, ETextureType usetype);
|
||||
virtual ~FTexture ();
|
||||
virtual FImageSource *GetImage() const { return nullptr; }
|
||||
|
@ -331,6 +354,11 @@ public:
|
|||
Height = h;
|
||||
}
|
||||
|
||||
bool TrimBorders(uint16_t* rect);
|
||||
void SetSpriteRect();
|
||||
bool ShouldExpandSprite();
|
||||
void SetupSpriteData();
|
||||
int GetAreas(FloatRect** pAreas) const;
|
||||
|
||||
// Returns the whole texture, stored in column-major order
|
||||
virtual TArray<uint8_t> Get8BitPixels(bool alphatex);
|
||||
|
@ -409,8 +437,8 @@ protected:
|
|||
protected:
|
||||
uint8_t bSkybox : 1; // is a cubic skybox
|
||||
uint8_t bNoCompress : 1;
|
||||
uint8_t bNoExpand : 1;
|
||||
int8_t bTranslucent : 2;
|
||||
int8_t bExpandSprite = -1;
|
||||
bool bHiresHasColorKey = false; // Support for old color-keyed Doomsday textures
|
||||
|
||||
uint16_t Rotations;
|
||||
|
@ -507,7 +535,7 @@ public:
|
|||
bMasked = false;
|
||||
bHasCanvas = true;
|
||||
bTranslucent = false;
|
||||
bNoExpand = true;
|
||||
bExpandSprite = false;
|
||||
UseType = ETextureType::Wall;
|
||||
}
|
||||
|
||||
|
@ -680,6 +708,9 @@ public:
|
|||
bool isSkybox() const { return wrapped.isSkybox(); }
|
||||
void SetSize(int x, int y) { wrapped.SetSize(x, y); }
|
||||
|
||||
void SetSpriteRect() { wrapped.SetSpriteRect(); }
|
||||
const SpritePositioningInfo& GetSpritePositioning() { if (wrapped.mTrimResult == -1) wrapped.SetupSpriteData(); return wrapped.spi; }
|
||||
|
||||
};
|
||||
|
||||
|
||||
|
|
|
@ -755,8 +755,6 @@ void HWSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t
|
|||
else
|
||||
Angles = thing->Angles;
|
||||
|
||||
FloatRect r;
|
||||
|
||||
if (sector->sectornum != thing->Sector->sectornum && !thruportal)
|
||||
{
|
||||
// This cannot create a copy in the fake sector cache because it'd interfere with the main thread, so provide a local buffer for the copy.
|
||||
|
@ -818,15 +816,15 @@ void HWSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t
|
|||
|
||||
if (!patch.isValid()) return;
|
||||
int type = thing->renderflags & RF_SPRITETYPEMASK;
|
||||
gltexture = FMaterial::ValidateTexture(patch, (type == RF_FACESPRITE), false);
|
||||
if (!gltexture)
|
||||
return;
|
||||
auto tex = TexMan.GetGameTexture(patch, false);
|
||||
if (!tex || !tex->isValid()) return;
|
||||
auto& spi = tex->GetSpritePositioning();
|
||||
|
||||
vt = gltexture->GetSpriteVT();
|
||||
vb = gltexture->GetSpriteVB();
|
||||
vt = spi.GetSpriteVT();
|
||||
vb = spi.GetSpriteVB();
|
||||
if (thing->renderflags & RF_YFLIP) std::swap(vt, vb);
|
||||
|
||||
gltexture->GetSpriteRect(&r);
|
||||
auto r = spi.GetSpriteRect();
|
||||
|
||||
// [SP] SpriteFlip
|
||||
if (thing->renderflags & RF_SPRITEFLIP)
|
||||
|
@ -835,15 +833,19 @@ void HWSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t
|
|||
if (mirror ^ !!(thing->renderflags & RF_XFLIP))
|
||||
{
|
||||
r.left = -r.width - r.left; // mirror the sprite's x-offset
|
||||
ul = gltexture->GetSpriteUL();
|
||||
ur = gltexture->GetSpriteUR();
|
||||
ul = spi.GetSpriteUL();
|
||||
ur = spi.GetSpriteUR();
|
||||
}
|
||||
else
|
||||
{
|
||||
ul = gltexture->GetSpriteUR();
|
||||
ur = gltexture->GetSpriteUL();
|
||||
ul = spi.GetSpriteUR();
|
||||
ur = spi.GetSpriteUL();
|
||||
}
|
||||
|
||||
gltexture = FMaterial::ValidateTexture(patch, (type == RF_FACESPRITE), false);
|
||||
if (!gltexture)
|
||||
return;
|
||||
|
||||
if (thing->renderflags & RF_SPRITEFLIP) // [SP] Flip back
|
||||
thing->renderflags ^= RF_XFLIP;
|
||||
|
||||
|
@ -1182,15 +1184,14 @@ void HWSprite::ProcessParticle (HWDrawInfo *di, particle_t *particle, sector_t *
|
|||
|
||||
if (lump.isValid())
|
||||
{
|
||||
gltexture = FMaterial::ValidateTexture(lump, true, false);
|
||||
translation = 0;
|
||||
//auto tex = TexMan.GetGameTexture(lump, false);
|
||||
|
||||
ul = gltexture->GetUL();
|
||||
ur = gltexture->GetUR();
|
||||
vt = gltexture->GetVT();
|
||||
vb = gltexture->GetVB();
|
||||
FloatRect r;
|
||||
gltexture->GetSpriteRect(&r);
|
||||
ul = 0;
|
||||
ur = 1;
|
||||
vt = 0;
|
||||
vb = 1;
|
||||
gltexture = FMaterial::ValidateTexture(lump, true, false);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -1431,7 +1431,7 @@ void HWWall::DoMidTexture(HWDrawInfo *di, seg_t * seg, bool drawfogboundary,
|
|||
//
|
||||
//
|
||||
FloatRect *splitrect;
|
||||
int v = gltexture->GetAreas(&splitrect);
|
||||
int v = gltexture->sourcetex->GetAreas(&splitrect);
|
||||
if (seg->frontsector == seg->backsector) flags |= HWF_NOSPLIT; // we don't need to do vertex splits if a line has both sides in the same sector
|
||||
if (v>0 && !drawfogboundary && !(seg->linedef->flags&ML_WRAP_MIDTEX))
|
||||
{
|
||||
|
|
|
@ -417,14 +417,14 @@ bool HUDSprite::GetWeaponRect(HWDrawInfo *di, DPSprite *psp, float sx, float sy,
|
|||
FTextureID lump = sprites[psp->GetSprite()].GetSpriteFrame(psp->GetFrame(), 0, 0., &mirror);
|
||||
if (!lump.isValid()) return false;
|
||||
|
||||
FMaterial * tex = FMaterial::ValidateTexture(lump, true, false);
|
||||
if (!tex) return false;
|
||||
auto tex = TexMan.GetGameTexture(lump, false);
|
||||
if (!tex || !tex->isValid()) return false;
|
||||
auto& spi = tex->GetSpritePositioning();
|
||||
|
||||
float vw = (float)viewwidth;
|
||||
float vh = (float)viewheight;
|
||||
|
||||
FloatRect r;
|
||||
tex->GetSpriteRect(&r);
|
||||
FloatRect r = spi.GetSpriteRect();
|
||||
|
||||
// calculate edges of the shape
|
||||
scalex = (320.0f / (240.0f * r_viewwindow.WidescreenRatio)) * vw / 320;
|
||||
|
@ -452,17 +452,17 @@ bool HUDSprite::GetWeaponRect(HWDrawInfo *di, DPSprite *psp, float sx, float sy,
|
|||
|
||||
if (!(mirror) != !(psp->Flags & (PSPF_FLIP)))
|
||||
{
|
||||
u2 = tex->GetSpriteUL();
|
||||
v1 = tex->GetSpriteVT();
|
||||
u1 = tex->GetSpriteUR();
|
||||
v2 = tex->GetSpriteVB();
|
||||
u2 = spi.GetSpriteUL();
|
||||
v1 = spi.GetSpriteVT();
|
||||
u1 = spi.GetSpriteUR();
|
||||
v2 = spi.GetSpriteVB();
|
||||
}
|
||||
else
|
||||
{
|
||||
u1 = tex->GetSpriteUL();
|
||||
v1 = tex->GetSpriteVT();
|
||||
u2 = tex->GetSpriteUR();
|
||||
v2 = tex->GetSpriteVB();
|
||||
u1 = spi.GetSpriteUL();
|
||||
v1 = spi.GetSpriteVT();
|
||||
u2 = spi.GetSpriteUR();
|
||||
v2 = spi.GetSpriteVB();
|
||||
}
|
||||
|
||||
auto verts = screen->mVertexData->AllocVertices(4);
|
||||
|
@ -473,7 +473,10 @@ bool HUDSprite::GetWeaponRect(HWDrawInfo *di, DPSprite *psp, float sx, float sy,
|
|||
verts.first[2].Set(x2, y1, 0, u2, v1);
|
||||
verts.first[3].Set(x2, y2, 0, u2, v2);
|
||||
|
||||
this->tex = tex;
|
||||
FMaterial* mat = FMaterial::ValidateTexture(lump, true, false);
|
||||
if (!mat) return false;
|
||||
|
||||
this->tex = mat;
|
||||
return true;
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue