gzdoom-gles/src/gl/textures/gl_material.cpp
Christoph Oelckers 9b87a167d7 - replaced a large batch of DWORDs.
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.
2017-03-09 20:19:55 +01:00

910 lines
23 KiB
C++

//
//---------------------------------------------------------------------------
//
// Copyright(C) 2004-2016 Christoph Oelckers
// All rights reserved.
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//--------------------------------------------------------------------------
//
#include "gl/system/gl_system.h"
#include "w_wad.h"
#include "m_png.h"
#include "sbar.h"
#include "gi.h"
#include "cmdlib.h"
#include "c_dispatch.h"
#include "stats.h"
#include "r_utility.h"
#include "templates.h"
#include "sc_man.h"
#include "colormatcher.h"
#include "textures/warpbuffer.h"
//#include "gl/gl_intern.h"
#include "gl/system/gl_interface.h"
#include "gl/system/gl_framebuffer.h"
#include "gl/renderer/gl_lightdata.h"
#include "gl/renderer/gl_renderer.h"
#include "gl/data/gl_data.h"
#include "gl/textures/gl_texture.h"
#include "gl/textures/gl_translate.h"
#include "gl/textures/gl_bitmap.h"
#include "gl/textures/gl_material.h"
#include "gl/textures/gl_samplers.h"
#include "gl/shaders/gl_shader.h"
EXTERN_CVAR(Bool, gl_render_precise)
EXTERN_CVAR(Int, gl_lightmode)
EXTERN_CVAR(Bool, gl_precache)
EXTERN_CVAR(Bool, gl_texture_usehires)
//===========================================================================
//
// The GL texture maintenance class
//
//===========================================================================
//===========================================================================
//
// Constructor
//
//===========================================================================
FGLTexture::FGLTexture(FTexture * tx, bool expandpatches)
{
assert(tx->gl_info.SystemTexture[expandpatches] == NULL);
tex = tx;
mHwTexture = NULL;
HiresLump = -1;
hirestexture = NULL;
bHasColorkey = false;
bIsTransparent = -1;
bExpandFlag = expandpatches;
lastSampler = 254;
lastTranslation = -1;
tex->gl_info.SystemTexture[expandpatches] = this;
}
//===========================================================================
//
// Destructor
//
//===========================================================================
FGLTexture::~FGLTexture()
{
Clean(true);
if (hirestexture) delete hirestexture;
}
//==========================================================================
//
// Checks for the presence of a hires texture replacement and loads it
//
//==========================================================================
unsigned char *FGLTexture::LoadHiresTexture(FTexture *tex, int *width, int *height)
{
if (bExpandFlag) return NULL; // doesn't work for expanded textures
if (HiresLump==-1)
{
bHasColorkey = false;
HiresLump = CheckDDPK3(tex);
if (HiresLump < 0) HiresLump = CheckExternalFile(tex, bHasColorkey);
if (HiresLump >=0)
{
hirestexture = FTexture::CreateTexture(HiresLump, FTexture::TEX_Any);
}
}
if (hirestexture != NULL)
{
int w=hirestexture->GetWidth();
int h=hirestexture->GetHeight();
unsigned char * buffer=new unsigned char[w*(h+1)*4];
memset(buffer, 0, w * (h+1) * 4);
FGLBitmap bmp(buffer, w*4, w, h);
int trans = hirestexture->CopyTrueColorPixels(&bmp, 0, 0);
hirestexture->CheckTrans(buffer, w*h, trans);
bIsTransparent = hirestexture->gl_info.mIsTransparent;
if (bHasColorkey)
{
// This is a crappy Doomsday color keyed image
// We have to remove the key manually. :(
uint32_t * dwdata=(uint32_t*)buffer;
for (int i=(w*h);i>0;i--)
{
if (dwdata[i]==0xffffff00 || dwdata[i]==0xffff00ff) dwdata[i]=0;
}
}
*width = w;
*height = h;
return buffer;
}
return NULL;
}
//===========================================================================
//
// Deletes all allocated resources
//
//===========================================================================
void FGLTexture::Clean(bool all)
{
if (mHwTexture != nullptr)
{
if (!all) mHwTexture->Clean(false);
else
{
delete mHwTexture;
mHwTexture = nullptr;
}
lastSampler = 253;
lastTranslation = -1;
}
}
void FGLTexture::CleanUnused(SpriteHits &usedtranslations)
{
if (mHwTexture != nullptr)
{
mHwTexture->CleanUnused(usedtranslations);
lastSampler = 253;
lastTranslation = -1;
}
}
//===========================================================================
//
// Initializes the buffer for the texture data
//
//===========================================================================
unsigned char * FGLTexture::CreateTexBuffer(int translation, int & w, int & h, FTexture *hirescheck, bool createexpanded, bool alphatrans)
{
unsigned char * buffer;
int W, H;
int isTransparent = -1;
// Textures that are already scaled in the texture lump will not get replaced
// by hires textures
if (gl_texture_usehires && hirescheck != NULL && !alphatrans)
{
buffer = LoadHiresTexture (hirescheck, &w, &h);
if (buffer)
{
return buffer;
}
}
int exx = bExpandFlag && createexpanded;
W = w = tex->GetWidth() + 2 * exx;
H = h = tex->GetHeight() + 2 * exx;
buffer=new unsigned char[W*(H+1)*4];
memset(buffer, 0, W * (H+1) * 4);
FGLBitmap bmp(buffer, W*4, W, H);
bmp.SetTranslationInfo(translation, alphatrans);
if (tex->bComplex)
{
FBitmap imgCreate;
// The texture contains special processing so it must be composited using the
// base bitmap class and then be converted as a whole.
if (imgCreate.Create(W, H))
{
memset(imgCreate.GetPixels(), 0, W * H * 4);
int trans = tex->CopyTrueColorPixels(&imgCreate, exx, exx);
bmp.CopyPixelDataRGB(0, 0, imgCreate.GetPixels(), W, H, 4, W * 4, 0, CF_BGRA);
tex->CheckTrans(buffer, W*H, trans);
isTransparent = tex->gl_info.mIsTransparent;
if (bIsTransparent == -1) bIsTransparent = isTransparent;
}
}
else if (translation<=0)
{
int trans = tex->CopyTrueColorPixels(&bmp, exx, exx);
tex->CheckTrans(buffer, W*H, trans);
isTransparent = tex->gl_info.mIsTransparent;
if (bIsTransparent == -1) bIsTransparent = isTransparent;
}
else
{
// When using translations everything must be mapped to the base palette.
// Since FTexture's method is doing exactly that by calling GetPixels let's use that here
// to do all the dirty work for us. ;)
tex->FTexture::CopyTrueColorPixels(&bmp, exx, exx);
isTransparent = 0;
// This is not conclusive for setting the texture's transparency info.
}
// if we just want the texture for some checks there's no need for upsampling.
if (!createexpanded) return buffer;
// [BB] The hqnx upsampling (not the scaleN one) destroys partial transparency, don't upsamle textures using it.
// [BB] Potentially upsample the buffer.
return gl_CreateUpsampledTextureBuffer ( tex, buffer, W, H, w, h, !!isTransparent);
}
//===========================================================================
//
// Create hardware texture for world use
//
//===========================================================================
FHardwareTexture *FGLTexture::CreateHwTexture()
{
if (tex->UseType==FTexture::TEX_Null) return NULL; // Cannot register a NULL texture
if (mHwTexture == NULL)
{
mHwTexture = new FHardwareTexture(tex->GetWidth() + bExpandFlag*2, tex->GetHeight() + bExpandFlag*2, tex->gl_info.bNoCompress);
}
return mHwTexture;
}
//===========================================================================
//
// Binds a texture to the renderer
//
//===========================================================================
const FHardwareTexture *FGLTexture::Bind(int texunit, int clampmode, int translation, FTexture *hirescheck)
{
int usebright = false;
bool alphatrans = false;
if (translation <= 0) translation = -translation;
else
{
alphatrans = (gl.legacyMode && uint32_t(translation) == TRANSLATION(TRANSLATION_Standard, 8));
translation = GLTranslationPalette::GetInternalTranslation(translation);
}
bool needmipmap = (clampmode <= CLAMP_XY);
FHardwareTexture *hwtex = CreateHwTexture();
if (hwtex)
{
// Texture has become invalid
if ((!tex->bHasCanvas && (!tex->bWarped || gl.legacyMode)) && tex->CheckModified())
{
Clean(true);
hwtex = CreateHwTexture();
}
// Bind it to the system.
if (!hwtex->Bind(texunit, translation, needmipmap))
{
int w=0, h=0;
// Create this texture
unsigned char * buffer = NULL;
if (!tex->bHasCanvas)
{
buffer = CreateTexBuffer(translation, w, h, hirescheck, true, alphatrans);
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.
{
// need to do software warping
FWarpTexture *wt = static_cast<FWarpTexture*>(tex);
unsigned char *warpbuffer = new unsigned char[w*h*4];
WarpBuffer((uint32_t*)warpbuffer, (const uint32_t*)buffer, w, h, wt->WidthOffsetMultiplier, wt->HeightOffsetMultiplier, r_FrameTime, wt->Speed, tex->bWarped);
delete[] buffer;
buffer = warpbuffer;
wt->GenTime = r_FrameTime;
}
tex->ProcessData(buffer, w, h, false);
}
if (!hwtex->CreateTexture(buffer, w, h, texunit, needmipmap, translation, "FGLTexture.Bind"))
{
// could not create texture
delete[] buffer;
return NULL;
}
delete[] buffer;
}
if (tex->bHasCanvas) static_cast<FCanvasTexture*>(tex)->NeedUpdate();
if (translation != lastTranslation) lastSampler = 254;
if (lastSampler != clampmode)
lastSampler = GLRenderer->mSamplerManager->Bind(texunit, clampmode, lastSampler);
lastTranslation = translation;
return hwtex;
}
return NULL;
}
//===========================================================================
//
//
//
//===========================================================================
float FTexCoordInfo::RowOffset(float rowoffset) const
{
float tscale = fabs(mTempScale.Y);
float scale = fabs(mScale.Y);
if (tscale == 1.f)
{
if (scale == 1.f || mWorldPanning) return rowoffset;
else return rowoffset / scale;
}
else
{
if (mWorldPanning) return rowoffset / tscale;
else return rowoffset / scale;
}
}
//===========================================================================
//
//
//
//===========================================================================
float FTexCoordInfo::TextureOffset(float textureoffset) const
{
float tscale = fabs(mTempScale.X);
float scale = fabs(mScale.X);
if (tscale == 1.f)
{
if (scale == 1.f || mWorldPanning) return textureoffset;
else return textureoffset / scale;
}
else
{
if (mWorldPanning) return textureoffset / tscale;
else return textureoffset / scale;
}
}
//===========================================================================
//
// Returns the size for which texture offset coordinates are used.
//
//===========================================================================
float FTexCoordInfo::TextureAdjustWidth() const
{
if (mWorldPanning)
{
float tscale = fabs(mTempScale.X);
if (tscale == 1.f) return mRenderWidth;
else return mWidth / fabs(tscale);
}
else return mWidth;
}
//===========================================================================
//
//
//
//===========================================================================
FGLTexture * FMaterial::ValidateSysTexture(FTexture * tex, bool expand)
{
if (tex && tex->UseType!=FTexture::TEX_Null)
{
FGLTexture *gltex = tex->gl_info.SystemTexture[expand];
if (gltex == NULL)
{
gltex = new FGLTexture(tex, expand);
}
return gltex;
}
return NULL;
}
//===========================================================================
//
// Constructor
//
//===========================================================================
TArray<FMaterial *> FMaterial::mMaterials;
int FMaterial::mMaxBound;
FMaterial::FMaterial(FTexture * tx, bool expanded)
{
mShaderIndex = 0;
tex = tx;
// TODO: apply custom shader object here
/* if (tx->CustomShaderDefinition)
{
}
else
*/
if (tx->bWarped)
{
mShaderIndex = tx->bWarped;
tx->gl_info.shaderspeed = static_cast<FWarpTexture*>(tx)->GetSpeed();
}
else if (tx->bHasCanvas)
{
if (tx->gl_info.shaderindex >= FIRST_USER_SHADER)
{
mShaderIndex = tx->gl_info.shaderindex;
}
// no brightmap for cameratexture
}
else
{
if (tx->gl_info.shaderindex >= FIRST_USER_SHADER)
{
mShaderIndex = tx->gl_info.shaderindex;
}
else
{
tx->CreateDefaultBrightmap();
if (tx->gl_info.Brightmap != NULL)
{
ValidateSysTexture(tx->gl_info.Brightmap, expanded);
FTextureLayer layer = {tx->gl_info.Brightmap, false};
mTextureLayers.Push(layer);
mShaderIndex = 3;
}
}
}
mBaseLayer = ValidateSysTexture(tx, expanded);
mWidth = tx->GetWidth();
mHeight = tx->GetHeight();
mLeftOffset = tx->LeftOffset;
mTopOffset = tx->TopOffset;
mRenderWidth = tx->GetScaledWidth();
mRenderHeight = tx->GetScaledHeight();
mSpriteU[0] = mSpriteV[0] = 0.f;
mSpriteU[1] = mSpriteV[1] = 1.f;
FTexture *basetex = (tx->bWarped && gl.legacyMode)? tx : tx->GetRedirect(false);
// allow the redirect only if the textute is not expanded or the scale matches.
if (!expanded || (tx->Scale.X == basetex->Scale.X && tx->Scale.Y == basetex->Scale.Y))
{
mBaseLayer = ValidateSysTexture(basetex, expanded);
}
float fxScale = tx->Scale.X;
float fyScale = tx->Scale.Y;
// mSpriteRect is for positioning the sprite in the scene.
mSpriteRect.left = -mLeftOffset / fxScale;
mSpriteRect.top = -mTopOffset / fyScale;
mSpriteRect.width = mWidth / fxScale;
mSpriteRect.height = mHeight / fyScale;
if (expanded)
{
// a little adjustment to make sprites look better with texture filtering:
// create a 1 pixel wide empty frame around them.
int trim[4];
bool trimmed = TrimBorders(trim); // get the trim size before adding the empty frame
int oldwidth = mWidth;
int oldheight = mHeight;
mWidth+=2;
mHeight+=2;
mLeftOffset+=1;
mTopOffset+=1;
mRenderWidth = mRenderWidth * mWidth / oldwidth;
mRenderHeight = mRenderHeight * mHeight / oldheight;
// Reposition the sprite with the frame considered
mSpriteRect.left = -mLeftOffset / fxScale;
mSpriteRect.top = -mTopOffset / fyScale;
mSpriteRect.width = mWidth / fxScale;
mSpriteRect.height = mHeight / fyScale;
if (trimmed)
{
mSpriteRect.left += trim[0] / fxScale;
mSpriteRect.top += trim[1] / fyScale;
mSpriteRect.width -= (oldwidth - trim[2]) / fxScale;
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;
}