Commit graph

580 commits

Author SHA1 Message Date
Magnus Norddahl
57525f1505 Merge remote-tracking branch 'origin/master' into SoftwareScaling 2018-12-16 12:10:53 +01:00
Christoph Oelckers
1422a95aa8 Merge branch 'Texture_Cleanup'
# Conflicts:
#	src/textures/formats/multipatchtexture.cpp
2018-12-16 10:19:58 +01:00
Christoph Oelckers
a38e75db00 - improved error reporting for badly defined translations.
This needs to be handled by the caller for all use cases because the translation parser lacks the context to do a proper error report.
2018-12-16 09:56:53 +01:00
Christoph Oelckers
51f03c8215 - a few more fixes. 2018-12-16 00:37:34 +01:00
Christoph Oelckers
74ea9143ee - added a 'forceworldpanning' map flag.
Since unfortunately this cannot be set as a general default, let's at least make it as easy as possible to disable that panning+scaling madness without having to edit the texture data.
2018-12-15 16:29:37 +01:00
Christoph Oelckers
dc9c7afa24 - reimplemented the GetRawTexture redirect. 2018-12-15 16:05:48 +01:00
Christoph Oelckers
4d8e8e7741 - enable the texture scalers in software mode.
Currently only implemented for 8 bit in the classic renderer.
2018-12-15 00:38:27 +01:00
Christoph Oelckers
656dbc9647 Merge branch 'master' into Texture_Cleanup
# Conflicts:
#	src/textures/texture.cpp
2018-12-14 22:36:26 +01:00
Christoph Oelckers
013d3e2368 - code simplification. 2018-12-14 22:34:28 +01:00
Christoph Oelckers
f373752b4f - fixed incorrect alignment of scaled world panned textures combined with per-sidedef scaling in the hardware renderer
This particular case incorrectly factored in the sidedef's scaling factor for how to calculate the offset.
Fortunately this is a very rare case - a quick check yielded no maps depending on it.
Should any map surface that depends on this bug a compatibility option may be needed but it doesn't seem likely that this may be the case.
2018-12-14 20:00:44 +01:00
Christoph Oelckers
a19f297ae0 - fixed incorrect alignment of scaled world panned textures combined with per-sidedef scaling in the hardware renderer
This particular case incorrectly factored in the sidedef's scaling factor for how to calculate the offset.
Fortunately this is a very rare case - a quick check yielded no maps depending on it.
Should any map surface that depends on this bug a compatibility option may be needed but it doesn't seem likely that this may be the case.
2018-12-14 19:59:19 +01:00
Christoph Oelckers
e157e36b43 - the texture still needs to be added to the texture manager. 2018-12-14 01:48:53 +01:00
Christoph Oelckers
bd6ba47d63 - fixed: The multipatch texture builder may not store the texture IDs on assignment.
Between creation and resolving the texture manager will resort the textures and after that the old ids are no longer valid. The textures themselves have the correct one, so that should be used.
2018-12-14 01:47:39 +01:00
Christoph Oelckers
1e844336b9 - fixed memory leak with texture creation. 2018-12-14 01:46:26 +01:00
Christoph Oelckers
7ea1e8acee - fixed layer creation. 2018-12-12 20:08:12 +01:00
Christoph Oelckers
c5447f0cdd - continued work on texture management. 2018-12-12 18:39:38 +01:00
Christoph Oelckers
fb6ee5046c - add the hardware texture container to FTexture.
Currently it does not use the translated entries yet.

# Conflicts:
#	src/hwrenderer/textures/hw_material.cpp
2018-12-12 02:55:11 +01:00
Christoph Oelckers
245a8243b0 - separated the savepic texture handler from the regular PNG texture
This was leaking memory with being handled like a regular image texture and also would prevent further changes to the in-game texture handling because the savegame picture was imposing some limitations on FPNGTexture's implementation
2018-12-12 02:03:54 +01:00
Christoph Oelckers
2cf6d213e2 - fixed compile bugs 2018-12-12 01:27:04 +01:00
Christoph Oelckers
368c788789 - added a 'check only' option to CreateTexBuffer.
This is meant to calculate the content ID without constructing the texture buffer.
2018-12-12 00:46:58 +01:00
Christoph Oelckers
07f87e2542 - changed CreateTexBuffer to return its info in a structure and not as a naked pointer. 2018-12-11 21:06:34 +01:00
Christoph Oelckers
ab624c8c5a Merge branch 'master' into Texture_Cleanup
# Conflicts:
#	src/textures/hires/hqresize.cpp
2018-12-11 20:27:24 +01:00
Christoph Oelckers
f01d1ec072 - must merge before continuing... 2018-12-11 20:26:33 +01:00
Christoph Oelckers
86d851bc5c - minor cleanup and allow FHardwareTexture to restore the old bindings after creating a texture. 2018-12-11 19:56:23 +01:00
Christoph Oelckers
5666e4c805 - made camera textures operational again.
Now with proper separation of software rendering logic from the main part of the class.
2018-12-11 00:01:45 +01:00
Rachael Alexanderson
28516c2def - split gl_texture_hqresize into two variables - one for mode, one for multiplier. 2018-12-10 14:25:29 -05:00
Christoph Oelckers
91bb7c0641 Let FSkyboxTexture map to the last defined regular texture of the same name instead of its first face
This is normally a better fallback for the software renderer.
2018-12-10 02:56:49 +01:00
Christoph Oelckers
0d07fb2550 Use FImageTexture for thre null texture
FDummyTexture had a big problem: Whenever it was accessed by accident it crashed the app because it wasn't fully implemented.

What it should do is return empty pixels of the given size, and an unextended FImageTexture is doing just that.
2018-12-10 02:50:22 +01:00
Christoph Oelckers
4cd60fbe99 - added caching for true color images as well 2018-12-10 02:35:10 +01:00
Christoph Oelckers
2e7bcf9e41 - implemented a proper texture composition cache.
This will mostly ensure that each patch used for composition is only loaded once and automatically unloaded once no longer needed.
So far only for paletted rendering, but the same logic can be used for true color as well.
2018-12-10 01:17:39 +01:00
Christoph Oelckers
5448874c6e - moved image format detection logic from FTexture to FImageSource. 2018-12-09 17:10:51 +01:00
Christoph Oelckers
34884e2756 - base FFontChar1 and FFontChar2 on FImageSource as well.
Now the only textures not being backed by an image source that are actually getting used during normal rendering are the canvas textures.
2018-12-09 16:00:27 +01:00
Christoph Oelckers
9e25025315 - missed this new file. 2018-12-09 15:41:02 +01:00
Christoph Oelckers
4cedbf6cc2 - split between textures and images is complete now.
* split up FMultiPatchTexture into a builder class and the actual image source.
* since images can now be referenced by multiple textures the old redirection mechanism has been removed. It can be done better and less intrusive now. Simple single patch textures already directly reference the underlying patch image now.
* allocate all image source related data from a memory arena. Since this is all static this makes it a lot easier to free this in bulk.
2018-12-09 15:25:56 +01:00
Christoph Oelckers
91f7121452 - made some changes to the FImageSource interface that allows forwarding the bRemap0 flag, but do it so that it doesn't permanently alter how the image looks.
In ZDoom this would affect everything using a patch that got used in a front sky layer, even if the texture was totally unrelated. It is only owed to the low usability of such patches for other purposes that this hasn't caused problems.
2018-12-09 08:15:05 +01:00
Christoph Oelckers
583a740441 - separated the image converters from the texture offsets.
Mostly done, except for FMultiPatchTexture and FFontChar1 + 2.
Note that this commit leaks those image objects!
2018-12-09 07:39:05 +01:00
Christoph Oelckers
5eab944157 - started separating the texture class from the image format handlers. 2018-12-08 23:28:35 +01:00
Christoph Oelckers
e35d88e039 - moved some utility code out of FTexture. 2018-12-08 20:44:28 +01:00
Christoph Oelckers
03626107eb - changed multipatch texture composition to always composite off full source images and not do it recursively.
Previously it tried to copy all patches of composite sub-images directly onto the main image.
This caused massive complications throughout the entire true color texture code and made any attempt of caching the source data for composition next to impossible because the entire composition process operated on the raw data read from the texture and not some cacheable image. While this may cause more pixel data to be processed, this will be easily offset by being able to reuse patches for multiple textures, once a caching system is in place, which even for the IWADs happens quite frequently.

Removing the now unneeded arguments from the implementation also makes things a lot easier to handle.
2018-12-08 17:23:15 +01:00
Christoph Oelckers
1e070d27bd - replaced FTexture::FillBuffer 2018-12-08 14:06:16 +01:00
Christoph Oelckers
82bd742ea3 - reworked how the software renderer manages its textures.
* it's no longer the main texture objects managing the pixel buffer but FSoftwareTexture.
* create proper spans for true color textures. The paletted spans only match if the image does not have any translucent pixels.
* create proper warp textures instead of working off the paletted variants.

As a side effect, caching of pixel buffers for texture composition is temporarily disabled, as it management of texture redirections. These things will be reimplemented once things progress further. The existing methods here had their share of serious issues that should be fixed.
2018-12-08 12:42:35 +01:00
Christoph Oelckers
69cc1f831c Renamed FTexture::GetPixels
This was needed to allow refactoring without letting all the other GetPixels get in the way.
2018-12-07 03:35:10 +01:00
Christoph Oelckers
9409843931 - replaced the last access operator, too
Now everything uses a function.
This really wasn't what operators are supposef to be used for.
2018-12-07 03:01:40 +01:00
Christoph Oelckers
42b18e6dfb - Disable PALVERS substitution when true color rendering is active. 2018-12-07 02:53:50 +01:00
Christoph Oelckers
79a0f76801 - replaced TexMan.operator() with two functions.
This was done to make reviewing easier, again because it is virtually impossible to search for the operators in the code.

Going through this revealed quite a few places where texture animations were on but shouldn't and even more places that did not check PASLVERS, although they were preparing some paletted rendering.
2018-12-07 02:53:18 +01:00
Christoph Oelckers
3dc9eab743 Renamed the operator() and [] methods in FTextureManager which take a name
The operators cannot be easily searched for so this makes it hard to do any evaluations on the use of this method.
2018-12-07 02:43:27 +01:00
Christoph Oelckers
9fedecbe60 Renamed FTextureManager::GetTexture to GetTextureID
It doesn't return a texture after all and I want to repurpose the name for something else.
2018-12-07 02:31:30 +01:00
Christoph Oelckers
bde3558dc2 - moved the bit size variables to FSoftwareTexture
They are only needed by the software rasterizer.
2018-12-07 02:13:11 +01:00
Christoph Oelckers
18c1a3abe5 - make the FWarpTexture class local to the software renderer.
This class has only meaning for software-based warping so it doesn't have to be a part of the FTexture hierarchy.
Making it a subclass of FSoftwareTexture is fully sufficient.
2018-12-07 00:58:37 +01:00
Christoph Oelckers
4c67785c40 - moved the span and swtruecolor creation code into FSoftwareTexture. 2018-12-07 00:04:39 +01:00