mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-16 15:21:02 +00:00
9b87a167d7
Most of those which still rely on ZDoom's own definition should be gone, unfortunately the code in files that include Windows headers is a gigantic mess with DWORDs being longs there intead of ints, so this needs to be done with care. DWORD should only remain where the Windows type is actually wanted.
910 lines
23 KiB
C++
910 lines
23 KiB
C++
//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2004-2016 Christoph Oelckers
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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#include "gl/system/gl_system.h"
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#include "w_wad.h"
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#include "m_png.h"
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#include "sbar.h"
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#include "gi.h"
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#include "cmdlib.h"
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#include "c_dispatch.h"
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#include "stats.h"
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#include "r_utility.h"
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#include "templates.h"
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#include "sc_man.h"
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#include "colormatcher.h"
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#include "textures/warpbuffer.h"
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//#include "gl/gl_intern.h"
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#include "gl/system/gl_interface.h"
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#include "gl/system/gl_framebuffer.h"
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#include "gl/renderer/gl_lightdata.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/data/gl_data.h"
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#include "gl/textures/gl_texture.h"
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#include "gl/textures/gl_translate.h"
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#include "gl/textures/gl_bitmap.h"
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#include "gl/textures/gl_material.h"
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#include "gl/textures/gl_samplers.h"
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#include "gl/shaders/gl_shader.h"
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EXTERN_CVAR(Bool, gl_render_precise)
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EXTERN_CVAR(Int, gl_lightmode)
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EXTERN_CVAR(Bool, gl_precache)
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EXTERN_CVAR(Bool, gl_texture_usehires)
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//===========================================================================
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//
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// The GL texture maintenance class
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//
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//===========================================================================
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//===========================================================================
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//
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// Constructor
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//
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//===========================================================================
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FGLTexture::FGLTexture(FTexture * tx, bool expandpatches)
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{
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assert(tx->gl_info.SystemTexture[expandpatches] == NULL);
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tex = tx;
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mHwTexture = NULL;
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HiresLump = -1;
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hirestexture = NULL;
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bHasColorkey = false;
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bIsTransparent = -1;
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bExpandFlag = expandpatches;
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lastSampler = 254;
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lastTranslation = -1;
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tex->gl_info.SystemTexture[expandpatches] = this;
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}
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//===========================================================================
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//
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// Destructor
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//
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//===========================================================================
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FGLTexture::~FGLTexture()
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{
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Clean(true);
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if (hirestexture) delete hirestexture;
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}
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//==========================================================================
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//
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// Checks for the presence of a hires texture replacement and loads it
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//
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//==========================================================================
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unsigned char *FGLTexture::LoadHiresTexture(FTexture *tex, int *width, int *height)
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{
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if (bExpandFlag) return NULL; // doesn't work for expanded textures
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if (HiresLump==-1)
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{
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bHasColorkey = false;
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HiresLump = CheckDDPK3(tex);
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if (HiresLump < 0) HiresLump = CheckExternalFile(tex, bHasColorkey);
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if (HiresLump >=0)
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{
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hirestexture = FTexture::CreateTexture(HiresLump, FTexture::TEX_Any);
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}
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}
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if (hirestexture != NULL)
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{
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int w=hirestexture->GetWidth();
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int h=hirestexture->GetHeight();
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unsigned char * buffer=new unsigned char[w*(h+1)*4];
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memset(buffer, 0, w * (h+1) * 4);
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FGLBitmap bmp(buffer, w*4, w, h);
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int trans = hirestexture->CopyTrueColorPixels(&bmp, 0, 0);
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hirestexture->CheckTrans(buffer, w*h, trans);
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bIsTransparent = hirestexture->gl_info.mIsTransparent;
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if (bHasColorkey)
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{
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// This is a crappy Doomsday color keyed image
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// We have to remove the key manually. :(
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uint32_t * dwdata=(uint32_t*)buffer;
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for (int i=(w*h);i>0;i--)
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{
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if (dwdata[i]==0xffffff00 || dwdata[i]==0xffff00ff) dwdata[i]=0;
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}
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}
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*width = w;
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*height = h;
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return buffer;
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}
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return NULL;
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}
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//===========================================================================
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//
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// Deletes all allocated resources
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//
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//===========================================================================
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void FGLTexture::Clean(bool all)
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{
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if (mHwTexture != nullptr)
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{
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if (!all) mHwTexture->Clean(false);
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else
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{
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delete mHwTexture;
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mHwTexture = nullptr;
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}
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lastSampler = 253;
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lastTranslation = -1;
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}
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}
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void FGLTexture::CleanUnused(SpriteHits &usedtranslations)
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{
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if (mHwTexture != nullptr)
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{
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mHwTexture->CleanUnused(usedtranslations);
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lastSampler = 253;
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lastTranslation = -1;
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}
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}
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//===========================================================================
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//
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// Initializes the buffer for the texture data
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//
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//===========================================================================
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unsigned char * FGLTexture::CreateTexBuffer(int translation, int & w, int & h, FTexture *hirescheck, bool createexpanded, bool alphatrans)
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{
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unsigned char * buffer;
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int W, H;
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int isTransparent = -1;
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// Textures that are already scaled in the texture lump will not get replaced
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// by hires textures
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if (gl_texture_usehires && hirescheck != NULL && !alphatrans)
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{
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buffer = LoadHiresTexture (hirescheck, &w, &h);
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if (buffer)
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{
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return buffer;
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}
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}
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int exx = bExpandFlag && createexpanded;
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W = w = tex->GetWidth() + 2 * exx;
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H = h = tex->GetHeight() + 2 * exx;
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buffer=new unsigned char[W*(H+1)*4];
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memset(buffer, 0, W * (H+1) * 4);
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FGLBitmap bmp(buffer, W*4, W, H);
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bmp.SetTranslationInfo(translation, alphatrans);
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if (tex->bComplex)
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{
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FBitmap imgCreate;
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// The texture contains special processing so it must be composited using the
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// base bitmap class and then be converted as a whole.
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if (imgCreate.Create(W, H))
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{
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memset(imgCreate.GetPixels(), 0, W * H * 4);
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int trans = tex->CopyTrueColorPixels(&imgCreate, exx, exx);
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bmp.CopyPixelDataRGB(0, 0, imgCreate.GetPixels(), W, H, 4, W * 4, 0, CF_BGRA);
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tex->CheckTrans(buffer, W*H, trans);
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isTransparent = tex->gl_info.mIsTransparent;
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if (bIsTransparent == -1) bIsTransparent = isTransparent;
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}
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}
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else if (translation<=0)
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{
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int trans = tex->CopyTrueColorPixels(&bmp, exx, exx);
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tex->CheckTrans(buffer, W*H, trans);
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isTransparent = tex->gl_info.mIsTransparent;
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if (bIsTransparent == -1) bIsTransparent = isTransparent;
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}
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else
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{
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// When using translations everything must be mapped to the base palette.
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// Since FTexture's method is doing exactly that by calling GetPixels let's use that here
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// to do all the dirty work for us. ;)
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tex->FTexture::CopyTrueColorPixels(&bmp, exx, exx);
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isTransparent = 0;
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// This is not conclusive for setting the texture's transparency info.
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}
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// if we just want the texture for some checks there's no need for upsampling.
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if (!createexpanded) return buffer;
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// [BB] The hqnx upsampling (not the scaleN one) destroys partial transparency, don't upsamle textures using it.
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// [BB] Potentially upsample the buffer.
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return gl_CreateUpsampledTextureBuffer ( tex, buffer, W, H, w, h, !!isTransparent);
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}
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//===========================================================================
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//
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// Create hardware texture for world use
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//
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//===========================================================================
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FHardwareTexture *FGLTexture::CreateHwTexture()
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{
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if (tex->UseType==FTexture::TEX_Null) return NULL; // Cannot register a NULL texture
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if (mHwTexture == NULL)
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{
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mHwTexture = new FHardwareTexture(tex->GetWidth() + bExpandFlag*2, tex->GetHeight() + bExpandFlag*2, tex->gl_info.bNoCompress);
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}
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return mHwTexture;
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}
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//===========================================================================
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//
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// Binds a texture to the renderer
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//
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//===========================================================================
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const FHardwareTexture *FGLTexture::Bind(int texunit, int clampmode, int translation, FTexture *hirescheck)
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{
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int usebright = false;
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bool alphatrans = false;
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if (translation <= 0) translation = -translation;
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else
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{
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alphatrans = (gl.legacyMode && uint32_t(translation) == TRANSLATION(TRANSLATION_Standard, 8));
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translation = GLTranslationPalette::GetInternalTranslation(translation);
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}
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bool needmipmap = (clampmode <= CLAMP_XY);
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FHardwareTexture *hwtex = CreateHwTexture();
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if (hwtex)
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{
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// Texture has become invalid
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if ((!tex->bHasCanvas && (!tex->bWarped || gl.legacyMode)) && tex->CheckModified())
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{
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Clean(true);
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hwtex = CreateHwTexture();
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}
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// Bind it to the system.
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if (!hwtex->Bind(texunit, translation, needmipmap))
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{
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int w=0, h=0;
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// Create this texture
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unsigned char * buffer = NULL;
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if (!tex->bHasCanvas)
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{
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buffer = CreateTexBuffer(translation, w, h, hirescheck, true, alphatrans);
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if (tex->bWarped && gl.legacyMode && w*h <= 256*256) // do not software-warp larger textures, especially on the old systems that still need this fallback.
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{
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// need to do software warping
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FWarpTexture *wt = static_cast<FWarpTexture*>(tex);
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unsigned char *warpbuffer = new unsigned char[w*h*4];
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WarpBuffer((uint32_t*)warpbuffer, (const uint32_t*)buffer, w, h, wt->WidthOffsetMultiplier, wt->HeightOffsetMultiplier, r_FrameTime, wt->Speed, tex->bWarped);
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delete[] buffer;
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buffer = warpbuffer;
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wt->GenTime = r_FrameTime;
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}
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tex->ProcessData(buffer, w, h, false);
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}
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if (!hwtex->CreateTexture(buffer, w, h, texunit, needmipmap, translation, "FGLTexture.Bind"))
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{
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// could not create texture
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delete[] buffer;
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return NULL;
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}
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delete[] buffer;
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}
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if (tex->bHasCanvas) static_cast<FCanvasTexture*>(tex)->NeedUpdate();
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if (translation != lastTranslation) lastSampler = 254;
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if (lastSampler != clampmode)
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lastSampler = GLRenderer->mSamplerManager->Bind(texunit, clampmode, lastSampler);
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lastTranslation = translation;
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return hwtex;
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}
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return NULL;
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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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float FTexCoordInfo::RowOffset(float rowoffset) const
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{
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float tscale = fabs(mTempScale.Y);
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float scale = fabs(mScale.Y);
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if (tscale == 1.f)
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{
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if (scale == 1.f || mWorldPanning) return rowoffset;
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else return rowoffset / scale;
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}
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else
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{
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if (mWorldPanning) return rowoffset / tscale;
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else return rowoffset / scale;
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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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//===========================================================================
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float FTexCoordInfo::TextureOffset(float textureoffset) const
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{
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float tscale = fabs(mTempScale.X);
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float scale = fabs(mScale.X);
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if (tscale == 1.f)
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{
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if (scale == 1.f || mWorldPanning) return textureoffset;
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else return textureoffset / scale;
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}
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else
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{
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if (mWorldPanning) return textureoffset / tscale;
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else return textureoffset / scale;
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}
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}
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//===========================================================================
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//
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// Returns the size for which texture offset coordinates are used.
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//
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//===========================================================================
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float FTexCoordInfo::TextureAdjustWidth() const
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{
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if (mWorldPanning)
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{
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float tscale = fabs(mTempScale.X);
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if (tscale == 1.f) return mRenderWidth;
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else return mWidth / fabs(tscale);
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}
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else return mWidth;
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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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FGLTexture * FMaterial::ValidateSysTexture(FTexture * tex, bool expand)
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{
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if (tex && tex->UseType!=FTexture::TEX_Null)
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{
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FGLTexture *gltex = tex->gl_info.SystemTexture[expand];
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if (gltex == NULL)
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{
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gltex = new FGLTexture(tex, expand);
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}
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return gltex;
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}
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return NULL;
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}
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//===========================================================================
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//
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// Constructor
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//
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//===========================================================================
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TArray<FMaterial *> FMaterial::mMaterials;
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int FMaterial::mMaxBound;
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FMaterial::FMaterial(FTexture * tx, bool expanded)
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{
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mShaderIndex = 0;
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tex = tx;
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// TODO: apply custom shader object here
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/* if (tx->CustomShaderDefinition)
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{
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}
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else
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*/
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if (tx->bWarped)
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{
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mShaderIndex = tx->bWarped;
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tx->gl_info.shaderspeed = static_cast<FWarpTexture*>(tx)->GetSpeed();
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}
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else if (tx->bHasCanvas)
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{
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if (tx->gl_info.shaderindex >= FIRST_USER_SHADER)
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{
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mShaderIndex = tx->gl_info.shaderindex;
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}
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// no brightmap for cameratexture
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}
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else
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{
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if (tx->gl_info.shaderindex >= FIRST_USER_SHADER)
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{
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mShaderIndex = tx->gl_info.shaderindex;
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}
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else
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{
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tx->CreateDefaultBrightmap();
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if (tx->gl_info.Brightmap != NULL)
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{
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ValidateSysTexture(tx->gl_info.Brightmap, expanded);
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FTextureLayer layer = {tx->gl_info.Brightmap, false};
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mTextureLayers.Push(layer);
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mShaderIndex = 3;
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}
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}
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}
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mBaseLayer = ValidateSysTexture(tx, expanded);
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mWidth = tx->GetWidth();
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mHeight = tx->GetHeight();
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mLeftOffset = tx->LeftOffset;
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mTopOffset = tx->TopOffset;
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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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FTexture *basetex = (tx->bWarped && gl.legacyMode)? tx : tx->GetRedirect(false);
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// allow the redirect only if the textute is not expanded or the scale matches.
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if (!expanded || (tx->Scale.X == basetex->Scale.X && tx->Scale.Y == basetex->Scale.Y))
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{
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mBaseLayer = ValidateSysTexture(basetex, expanded);
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}
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float fxScale = tx->Scale.X;
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float fyScale = tx->Scale.Y;
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// mSpriteRect is for positioning the sprite in the scene.
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mSpriteRect.left = -mLeftOffset / fxScale;
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mSpriteRect.top = -mTopOffset / fyScale;
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mSpriteRect.width = mWidth / fxScale;
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mSpriteRect.height = mHeight / fyScale;
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if (expanded)
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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 trim[4];
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bool trimmed = TrimBorders(trim); // get the trim size before adding the empty frame
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int oldwidth = mWidth;
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int oldheight = mHeight;
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mWidth+=2;
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mHeight+=2;
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mLeftOffset+=1;
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mTopOffset+=1;
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mRenderWidth = mRenderWidth * mWidth / oldwidth;
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mRenderHeight = mRenderHeight * mHeight / oldheight;
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// Reposition the sprite with the frame considered
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mSpriteRect.left = -mLeftOffset / fxScale;
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mSpriteRect.top = -mTopOffset / fyScale;
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mSpriteRect.width = mWidth / fxScale;
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mSpriteRect.height = mHeight / fyScale;
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if (trimmed)
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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;
|
|
|
|
mSpriteU[0] = trim[0] / (float)mWidth;
|
|
mSpriteV[0] = trim[1] / (float)mHeight;
|
|
mSpriteU[1] -= (oldwidth - trim[0] - trim[2]) / (float)mWidth;
|
|
mSpriteV[1] -= (oldheight - trim[1] - trim[3]) / (float)mHeight;
|
|
}
|
|
}
|
|
|
|
mTextureLayers.ShrinkToFit();
|
|
mMaxBound = -1;
|
|
mMaterials.Push(this);
|
|
tx->gl_info.Material[expanded] = this;
|
|
if (tx->bHasCanvas) tx->gl_info.mIsTransparent = 0;
|
|
mExpanded = expanded;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Destructor
|
|
//
|
|
//===========================================================================
|
|
|
|
FMaterial::~FMaterial()
|
|
{
|
|
for(unsigned i=0;i<mMaterials.Size();i++)
|
|
{
|
|
if (mMaterials[i]==this)
|
|
{
|
|
mMaterials.Delete(i);
|
|
break;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
// Finds gaps in the texture which can be skipped by the renderer
|
|
// This was mainly added to speed up one area in E4M6 of 007LTSD
|
|
//
|
|
//===========================================================================
|
|
|
|
bool FMaterial::TrimBorders(int *rect)
|
|
{
|
|
PalEntry col;
|
|
int w;
|
|
int h;
|
|
|
|
unsigned char *buffer = CreateTexBuffer(0, w, h, false, false);
|
|
|
|
if (buffer == NULL)
|
|
{
|
|
return false;
|
|
}
|
|
if (w != mWidth || h != mHeight)
|
|
{
|
|
// external Hires replacements cannot be trimmed.
|
|
delete [] buffer;
|
|
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;
|
|
delete[] buffer;
|
|
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;
|
|
delete [] buffer;
|
|
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)
|
|
{
|
|
delete [] buffer;
|
|
return true;
|
|
}
|
|
}
|
|
rect[2]--;
|
|
}
|
|
delete [] buffer;
|
|
return true;
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
// Binds a texture to the renderer
|
|
//
|
|
//===========================================================================
|
|
|
|
static FMaterial *last;
|
|
static int lastclamp;
|
|
static int lasttrans;
|
|
|
|
void FMaterial::InitGlobalState()
|
|
{
|
|
last = nullptr;
|
|
lastclamp = 0;
|
|
lasttrans = 0;
|
|
}
|
|
|
|
void FMaterial::Bind(int clampmode, int translation)
|
|
{
|
|
// avoid rebinding the same texture multiple times.
|
|
if (this == last && lastclamp == clampmode && translation == lasttrans) return;
|
|
last = this;
|
|
lastclamp = clampmode;
|
|
lasttrans = translation;
|
|
|
|
int usebright = false;
|
|
int maxbound = 0;
|
|
bool allowhires = tex->Scale.X == 1 && tex->Scale.Y == 1 && clampmode <= CLAMP_XY && !mExpanded;
|
|
|
|
if (tex->bHasCanvas) clampmode = CLAMP_CAMTEX;
|
|
else if (tex->bWarped && clampmode <= CLAMP_XY) clampmode = CLAMP_NONE;
|
|
|
|
const FHardwareTexture *gltexture = mBaseLayer->Bind(0, clampmode, translation, allowhires? tex:NULL);
|
|
if (gltexture != NULL)
|
|
{
|
|
for(unsigned i=0;i<mTextureLayers.Size();i++)
|
|
{
|
|
FTexture *layer;
|
|
if (mTextureLayers[i].animated)
|
|
{
|
|
FTextureID id = mTextureLayers[i].texture->id;
|
|
layer = TexMan(id);
|
|
ValidateSysTexture(layer, mExpanded);
|
|
}
|
|
else
|
|
{
|
|
layer = mTextureLayers[i].texture;
|
|
}
|
|
layer->gl_info.SystemTexture[mExpanded]->Bind(i+1, clampmode, 0, NULL);
|
|
maxbound = i+1;
|
|
}
|
|
}
|
|
// unbind everything from the last texture that's still active
|
|
for(int i=maxbound+1; i<=mMaxBound;i++)
|
|
{
|
|
FHardwareTexture::Unbind(i);
|
|
mMaxBound = maxbound;
|
|
}
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
//
|
|
//
|
|
//===========================================================================
|
|
void FMaterial::Precache()
|
|
{
|
|
Bind(0, 0);
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
//
|
|
//
|
|
//===========================================================================
|
|
void FMaterial::PrecacheList(SpriteHits &translations)
|
|
{
|
|
if (mBaseLayer != nullptr) mBaseLayer->CleanUnused(translations);
|
|
SpriteHits::Iterator it(translations);
|
|
SpriteHits::Pair *pair;
|
|
while(it.NextPair(pair)) Bind(0, pair->Key);
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Retrieve texture coordinate info for per-wall scaling
|
|
//
|
|
//===========================================================================
|
|
|
|
void FMaterial::GetTexCoordInfo(FTexCoordInfo *tci, float x, float y) const
|
|
{
|
|
if (x == 1.f)
|
|
{
|
|
tci->mRenderWidth = mRenderWidth;
|
|
tci->mScale.X = tex->Scale.X;
|
|
tci->mTempScale.X = 1.f;
|
|
}
|
|
else
|
|
{
|
|
float scale_x = x * tex->Scale.X;
|
|
tci->mRenderWidth = xs_CeilToInt(mWidth / scale_x);
|
|
tci->mScale.X = scale_x;
|
|
tci->mTempScale.X = x;
|
|
}
|
|
|
|
if (y == 1.f)
|
|
{
|
|
tci->mRenderHeight = mRenderHeight;
|
|
tci->mScale.Y = tex->Scale.Y;
|
|
tci->mTempScale.Y = 1.f;
|
|
}
|
|
else
|
|
{
|
|
float scale_y = y * tex->Scale.Y;
|
|
tci->mRenderHeight = xs_CeilToInt(mHeight / scale_y);
|
|
tci->mScale.Y = scale_y;
|
|
tci->mTempScale.Y = y;
|
|
}
|
|
if (tex->bHasCanvas)
|
|
{
|
|
tci->mScale.Y = -tci->mScale.Y;
|
|
tci->mRenderHeight = -tci->mRenderHeight;
|
|
}
|
|
tci->mWorldPanning = tex->bWorldPanning;
|
|
tci->mWidth = mWidth;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
//
|
|
//
|
|
//===========================================================================
|
|
|
|
int FMaterial::GetAreas(FloatRect **pAreas) const
|
|
{
|
|
if (mShaderIndex == 0) // texture splitting can only be done if there's no attached effects
|
|
{
|
|
FTexture *tex = mBaseLayer->tex;
|
|
*pAreas = tex->gl_info.areas;
|
|
return tex->gl_info.areacount;
|
|
}
|
|
else
|
|
{
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
//
|
|
//
|
|
//===========================================================================
|
|
|
|
void FMaterial::BindToFrameBuffer()
|
|
{
|
|
if (mBaseLayer->mHwTexture == NULL)
|
|
{
|
|
// must create the hardware texture first
|
|
mBaseLayer->Bind(0, 0, 0, NULL);
|
|
FHardwareTexture::Unbind(0);
|
|
ClearLastTexture();
|
|
}
|
|
mBaseLayer->mHwTexture->BindToFrameBuffer();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Gets a texture from the texture manager and checks its validity for
|
|
// GL rendering.
|
|
//
|
|
//==========================================================================
|
|
|
|
FMaterial * FMaterial::ValidateTexture(FTexture * tex, bool expand)
|
|
{
|
|
again:
|
|
if (tex && tex->UseType!=FTexture::TEX_Null)
|
|
{
|
|
if (tex->gl_info.bNoExpand) expand = false;
|
|
|
|
FMaterial *gltex = tex->gl_info.Material[expand];
|
|
if (gltex == NULL)
|
|
{
|
|
if (expand)
|
|
{
|
|
if (tex->bWarped || tex->bHasCanvas || tex->gl_info.shaderindex >= FIRST_USER_SHADER)
|
|
{
|
|
tex->gl_info.bNoExpand = true;
|
|
goto again;
|
|
}
|
|
if (tex->gl_info.Brightmap != NULL &&
|
|
(tex->GetWidth() != tex->gl_info.Brightmap->GetWidth() ||
|
|
tex->GetHeight() != tex->gl_info.Brightmap->GetHeight())
|
|
)
|
|
{
|
|
// do not expand if the brightmap's size differs.
|
|
tex->gl_info.bNoExpand = true;
|
|
goto again;
|
|
}
|
|
}
|
|
gltex = new FMaterial(tex, expand);
|
|
}
|
|
return gltex;
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
FMaterial * FMaterial::ValidateTexture(FTextureID no, bool expand, bool translate)
|
|
{
|
|
return ValidateTexture(translate? TexMan(no) : TexMan[no], expand);
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// Flushes all hardware dependent data
|
|
//
|
|
//==========================================================================
|
|
|
|
void FMaterial::FlushAll()
|
|
{
|
|
for(int i=mMaterials.Size()-1;i>=0;i--)
|
|
{
|
|
mMaterials[i]->Clean(true);
|
|
}
|
|
// This is for shader layers. All shader layers must be managed by the texture manager
|
|
// so this will catch everything.
|
|
for(int i=TexMan.NumTextures()-1;i>=0;i--)
|
|
{
|
|
for (int j = 0; j < 2; j++)
|
|
{
|
|
FGLTexture *gltex = TexMan.ByIndex(i)->gl_info.SystemTexture[j];
|
|
if (gltex != NULL) gltex->Clean(true);
|
|
}
|
|
}
|
|
}
|
|
|
|
void FMaterial::ClearLastTexture()
|
|
{
|
|
last = NULL;
|
|
}
|