gzdoom/src/gl/textures/gl_texture.cpp

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//
//---------------------------------------------------------------------------
//
// 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/
//
//--------------------------------------------------------------------------
//
/*
** Global texture data
**
*/
#include "gl/system/gl_system.h"
#include "c_cvars.h"
#include "w_wad.h"
#include "templates.h"
#include "colormatcher.h"
#include "r_data/r_translate.h"
#include "c_dispatch.h"
#include "r_state.h"
#include "actor.h"
#include "cmdlib.h"
#ifdef _WIN32
#include "win32gliface.h"
#endif
#include "v_palette.h"
#include "sc_man.h"
#include "textures/skyboxtexture.h"
#include "gl/system/gl_interface.h"
#include "gl/renderer/gl_renderer.h"
#include "gl/textures/gl_texture.h"
#include "gl/textures/gl_material.h"
#include "gl/textures/gl_samplers.h"
#include "gl/textures/gl_translate.h"
#include "gl/models/gl_models.h"
//==========================================================================
//
// Texture CVARs
//
//==========================================================================
CUSTOM_CVAR(Float,gl_texture_filter_anisotropic,8.0f,CVAR_ARCHIVE|CVAR_GLOBALCONFIG|CVAR_NOINITCALL)
{
if (GLRenderer != NULL && GLRenderer->mSamplerManager != NULL) GLRenderer->mSamplerManager->SetTextureFilterMode();
}
CCMD(gl_flush)
{
if (GLRenderer != NULL) GLRenderer->FlushTextures();
}
CUSTOM_CVAR(Int, gl_texture_filter, 4, CVAR_ARCHIVE|CVAR_GLOBALCONFIG|CVAR_NOINITCALL)
{
if (self < 0 || self > 6) self=4;
if (GLRenderer != NULL && GLRenderer->mSamplerManager != NULL) GLRenderer->mSamplerManager->SetTextureFilterMode();
}
CUSTOM_CVAR(Int, gl_texture_format, 0, CVAR_ARCHIVE|CVAR_GLOBALCONFIG|CVAR_NOINITCALL)
{
// [BB] The number of available texture modes depends on the GPU capabilities.
// RFL_TEXTURE_COMPRESSION gives us one additional mode and RFL_TEXTURE_COMPRESSION_S3TC
// another three.
int numOfAvailableTextureFormat = 4;
if ( gl.flags & RFL_TEXTURE_COMPRESSION && gl.flags & RFL_TEXTURE_COMPRESSION_S3TC )
numOfAvailableTextureFormat = 8;
else if ( gl.flags & RFL_TEXTURE_COMPRESSION )
numOfAvailableTextureFormat = 5;
if (self < 0 || self > numOfAvailableTextureFormat-1) self=0;
GLRenderer->FlushTextures();
}
CUSTOM_CVAR(Bool, gl_texture_usehires, true, CVAR_ARCHIVE|CVAR_NOINITCALL)
{
if (GLRenderer != NULL) GLRenderer->FlushTextures();
}
CVAR(Bool, gl_precache, false, CVAR_ARCHIVE)
CVAR(Bool, gl_trimsprites, true, CVAR_ARCHIVE);
TexFilter_s TexFilter[]={
{GL_NEAREST, GL_NEAREST, false},
{GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST, true},
{GL_LINEAR, GL_LINEAR, false},
{GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR, true},
{GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, true},
{GL_NEAREST_MIPMAP_LINEAR, GL_NEAREST, true},
{GL_LINEAR_MIPMAP_LINEAR, GL_NEAREST, true},
};
int TexFormat[]={
GL_RGBA8,
GL_RGB5_A1,
GL_RGBA4,
GL_RGBA2,
// [BB] Added compressed texture formats.
GL_COMPRESSED_RGBA_ARB,
GL_COMPRESSED_RGBA_S3TC_DXT1_EXT,
GL_COMPRESSED_RGBA_S3TC_DXT3_EXT,
GL_COMPRESSED_RGBA_S3TC_DXT5_EXT,
};
bool HasGlobalBrightmap;
FRemapTable GlobalBrightmap;
//===========================================================================
//
// Examines the colormap to see if some of the colors have to be
// considered fullbright all the time.
//
//===========================================================================
void gl_GenerateGlobalBrightmapFromColormap()
{
HasGlobalBrightmap = false;
int lump = Wads.CheckNumForName("COLORMAP");
if (lump == -1) lump = Wads.CheckNumForName("COLORMAP", ns_colormaps);
if (lump == -1) return;
FMemLump cmap = Wads.ReadLump(lump);
uint8_t palbuffer[768];
ReadPalette(Wads.CheckNumForName("PLAYPAL"), palbuffer);
const unsigned char *cmapdata = (const unsigned char *)cmap.GetMem();
const uint8_t *paldata = palbuffer;
const int black = 0;
const int white = ColorMatcher.Pick(255,255,255);
GlobalBrightmap.MakeIdentity();
memset(GlobalBrightmap.Remap, white, 256);
for(int i=0;i<256;i++) GlobalBrightmap.Palette[i]=PalEntry(255,255,255,255);
for(int j=0;j<32;j++)
{
for(int i=0;i<256;i++)
{
// the palette comparison should be for ==0 but that gives false positives with Heretic
// and Hexen.
if (cmapdata[i+j*256]!=i || (paldata[3*i]<10 && paldata[3*i+1]<10 && paldata[3*i+2]<10))
{
GlobalBrightmap.Remap[i]=black;
GlobalBrightmap.Palette[i] = PalEntry(255, 0, 0, 0);
}
}
}
for(int i=0;i<256;i++)
{
HasGlobalBrightmap |= GlobalBrightmap.Remap[i] == white;
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if (GlobalBrightmap.Remap[i] == white) DPrintf(DMSG_NOTIFY, "Marked color %d as fullbright\n",i);
}
}
//==========================================================================
//
// GL status data for a texture
//
//==========================================================================
FTexture::MiscGLInfo::MiscGLInfo() throw()
{
bGlowing = false;
GlowColor = 0;
GlowHeight = 128;
bSkybox = false;
bFullbright = false;
bBrightmapChecked = false;
bDisableFullbright = false;
bNoFilter = false;
bNoCompress = false;
bNoExpand = false;
areas = NULL;
areacount = 0;
mIsTransparent = -1;
shaderspeed = 1.f;
shaderindex = 0;
Glossiness = 10.0f;
SpecularLevel = 0.1f;
Material[1] = Material[0] = NULL;
SystemTexture[1] = SystemTexture[0] = NULL;
Brightmap = NULL;
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Normal = NULL;
Specular = NULL;
Metallic = NULL;
Roughness = NULL;
AmbientOcclusion = NULL;
}
FTexture::MiscGLInfo::~MiscGLInfo()
{
for (int i = 0; i < 2; i++)
{
if (Material[i] != NULL) delete Material[i];
Material[i] = NULL;
if (SystemTexture[i] != NULL) delete SystemTexture[i];
SystemTexture[i] = NULL;
}
// this is just a reference to another texture in the texture manager.
Brightmap = NULL;
if (areas != NULL) delete [] areas;
areas = NULL;
}
//===========================================================================
//
// Checks if the texture has a default brightmap and creates it if so
//
//===========================================================================
void FTexture::CreateDefaultBrightmap()
{
if (!gl_info.bBrightmapChecked)
{
// Check for brightmaps
if (UseBasePalette() && HasGlobalBrightmap &&
UseType != TEX_Decal && UseType != TEX_MiscPatch && UseType != TEX_FontChar &&
gl_info.Brightmap == NULL && bWarped == 0
)
{
// May have one - let's check when we use this texture
const uint8_t *texbuf = GetPixels();
const int white = ColorMatcher.Pick(255,255,255);
int size = GetWidth() * GetHeight();
for(int i=0;i<size;i++)
{
if (GlobalBrightmap.Remap[texbuf[i]] == white)
{
// Create a brightmap
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DPrintf(DMSG_NOTIFY, "brightmap created for texture '%s'\n", Name.GetChars());
gl_info.Brightmap = new FBrightmapTexture(this);
gl_info.bBrightmapChecked = 1;
TexMan.AddTexture(gl_info.Brightmap);
return;
}
}
// No bright pixels found
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DPrintf(DMSG_SPAMMY, "No bright pixels found in texture '%s'\n", Name.GetChars());
gl_info.bBrightmapChecked = 1;
}
else
{
// does not have one so set the flag to 'done'
gl_info.bBrightmapChecked = 1;
}
}
}
//==========================================================================
//
// Calculates glow color for a texture
//
//==========================================================================
void FTexture::GetGlowColor(float *data)
{
if (gl_info.bGlowing && gl_info.GlowColor == 0)
{
int w, h;
unsigned char *buffer = GLRenderer->GetTextureBuffer(this, w, h);
if (buffer)
{
gl_info.GlowColor = averageColor((uint32_t *) buffer, w*h, 153);
delete[] buffer;
}
// Black glow equals nothing so switch glowing off
if (gl_info.GlowColor == 0) gl_info.bGlowing = false;
}
data[0]=gl_info.GlowColor.r/255.0f;
data[1]=gl_info.GlowColor.g/255.0f;
data[2]=gl_info.GlowColor.b/255.0f;
}
//===========================================================================
//
// 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 FTexture::FindHoles(const unsigned char * buffer, int w, int h)
{
const unsigned char * li;
int y,x;
int startdraw,lendraw;
int gaps[5][2];
int gapc=0;
// already done!
if (gl_info.areacount) return false;
if (UseType == TEX_Flat) return false; // flats don't have transparent parts
gl_info.areacount=-1; //whatever happens next, it shouldn't be done twice!
// large textures are excluded for performance reasons
if (h>512) return false;
startdraw=-1;
lendraw=0;
for(y=0;y<h;y++)
{
li=buffer+w*y*4+3;
for(x=0;x<w;x++,li+=4)
{
if (*li!=0) break;
}
if (x!=w)
{
// non - transparent
if (startdraw==-1)
{
startdraw=y;
// merge transparent gaps of less than 16 pixels into the last drawing block
if (gapc && y<=gaps[gapc-1][0]+gaps[gapc-1][1]+16)
{
gapc--;
startdraw=gaps[gapc][0];
lendraw=y-startdraw;
}
if (gapc==4) return false; // too many splits - this isn't worth it
}
lendraw++;
}
else if (startdraw!=-1)
{
if (lendraw==1) lendraw=2;
gaps[gapc][0]=startdraw;
gaps[gapc][1]=lendraw;
gapc++;
startdraw=-1;
lendraw=0;
}
}
if (startdraw!=-1)
{
gaps[gapc][0]=startdraw;
gaps[gapc][1]=lendraw;
gapc++;
}
if (startdraw==0 && lendraw==h) return false; // nothing saved so don't create a split list
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if (gapc > 0)
{
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FloatRect * rcs = new FloatRect[gapc];
for (x = 0; x < gapc; x++)
{
// gaps are stored as texture (u/v) coordinates
rcs[x].width = rcs[x].left = -1.0f;
rcs[x].top = (float)gaps[x][0] / (float)h;
rcs[x].height = (float)gaps[x][1] / (float)h;
}
gl_info.areas = rcs;
}
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else gl_info.areas = nullptr;
gl_info.areacount=gapc;
return true;
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
void FTexture::CheckTrans(unsigned char * buffer, int size, int trans)
{
if (gl_info.mIsTransparent == -1)
{
gl_info.mIsTransparent = trans;
if (trans == -1)
{
uint32_t * dwbuf = (uint32_t*)buffer;
for(int i=0;i<size;i++)
{
uint32_t alpha = dwbuf[i]>>24;
if (alpha != 0xff && alpha != 0)
{
gl_info.mIsTransparent = 1;
return;
}
}
gl_info.mIsTransparent = 0;
}
}
}
//===========================================================================
//
// smooth the edges of transparent fields in the texture
//
//===========================================================================
#ifdef WORDS_BIGENDIAN
#define MSB 0
#define SOME_MASK 0xffffff00
#else
#define MSB 3
#define SOME_MASK 0x00ffffff
#endif
#define CHKPIX(ofs) (l1[(ofs)*4+MSB]==255 ? (( ((uint32_t*)l1)[0] = ((uint32_t*)l1)[ofs]&SOME_MASK), trans=true ) : false)
bool FTexture::SmoothEdges(unsigned char * buffer,int w, int h)
{
int x,y;
bool trans=buffer[MSB]==0; // If I set this to false here the code won't detect textures
// that only contain transparent pixels.
bool semitrans = false;
unsigned char * l1;
if (h<=1 || w<=1) return false; // makes (a) no sense and (b) doesn't work with this code!
l1=buffer;
if (l1[MSB]==0 && !CHKPIX(1)) CHKPIX(w);
else if (l1[MSB]<255) semitrans=true;
l1+=4;
for(x=1;x<w-1;x++, l1+=4)
{
if (l1[MSB]==0 && !CHKPIX(-1) && !CHKPIX(1)) CHKPIX(w);
else if (l1[MSB]<255) semitrans=true;
}
if (l1[MSB]==0 && !CHKPIX(-1)) CHKPIX(w);
else if (l1[MSB]<255) semitrans=true;
l1+=4;
for(y=1;y<h-1;y++)
{
if (l1[MSB]==0 && !CHKPIX(-w) && !CHKPIX(1)) CHKPIX(w);
else if (l1[MSB]<255) semitrans=true;
l1+=4;
for(x=1;x<w-1;x++, l1+=4)
{
if (l1[MSB]==0 && !CHKPIX(-w) && !CHKPIX(-1) && !CHKPIX(1) && !CHKPIX(-w-1) && !CHKPIX(-w+1) && !CHKPIX(w-1) && !CHKPIX(w+1)) CHKPIX(w);
else if (l1[MSB]<255) semitrans=true;
}
if (l1[MSB]==0 && !CHKPIX(-w) && !CHKPIX(-1)) CHKPIX(w);
else if (l1[MSB]<255) semitrans=true;
l1+=4;
}
if (l1[MSB]==0 && !CHKPIX(-w)) CHKPIX(1);
else if (l1[MSB]<255) semitrans=true;
l1+=4;
for(x=1;x<w-1;x++, l1+=4)
{
if (l1[MSB]==0 && !CHKPIX(-w) && !CHKPIX(-1)) CHKPIX(1);
else if (l1[MSB]<255) semitrans=true;
}
if (l1[MSB]==0 && !CHKPIX(-w)) CHKPIX(-1);
else if (l1[MSB]<255) semitrans=true;
return trans || semitrans;
}
//===========================================================================
//
// Post-process the texture data after the buffer has been created
//
//===========================================================================
bool FTexture::ProcessData(unsigned char * buffer, int w, int h, bool ispatch)
{
if (bMasked)
{
bMasked = SmoothEdges(buffer, w, h);
if (bMasked && !ispatch) FindHoles(buffer, w, h);
}
return true;
}
//===========================================================================
//
// fake brightness maps
// These are generated for textures affected by a colormap with
// fullbright entries.
// These textures are only used internally by the GL renderer so
// all code for software rendering support is missing
//
//===========================================================================
FBrightmapTexture::FBrightmapTexture (FTexture *source)
{
Name = "";
SourcePic = source;
CopySize(source);
bNoDecals = source->bNoDecals;
Rotations = source->Rotations;
UseType = source->UseType;
bMasked = false;
id.SetInvalid();
SourceLump = -1;
}
FBrightmapTexture::~FBrightmapTexture ()
{
}
const uint8_t *FBrightmapTexture::GetColumn (unsigned int column, const Span **spans_out)
{
// not needed
return NULL;
}
const uint8_t *FBrightmapTexture::GetPixels ()
{
// not needed
return NULL;
}
void FBrightmapTexture::Unload ()
{
}
int FBrightmapTexture::CopyTrueColorPixels(FBitmap *bmp, int x, int y, int rotate, FCopyInfo *inf)
{
SourcePic->CopyTrueColorTranslated(bmp, x, y, rotate, GlobalBrightmap.Palette);
return 0;
}
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//==========================================================================
//
// Parses a material definition
//
//==========================================================================
void gl_ParseMaterial(FScanner &sc, int deflump)
{
int type = FTexture::TEX_Any;
bool disable_fullbright = false;
bool disable_fullbright_specified = false;
bool thiswad = false;
bool iwad = false;
FTexture *textures[6];
const char *keywords[7] = { "brightmap", "normal", "specular", "metallic", "roughness", "ao", nullptr };
const char *notFound[6] = { "Brightmap", "Normalmap", "Specular texture", "Metallic texture", "Roughness texture", "Ambient occlusion texture" };
memset(textures, 0, sizeof(textures));
sc.MustGetString();
if (sc.Compare("texture")) type = FTexture::TEX_Wall;
else if (sc.Compare("flat")) type = FTexture::TEX_Flat;
else if (sc.Compare("sprite")) type = FTexture::TEX_Sprite;
else sc.UnGet();
sc.MustGetString();
FTextureID no = TexMan.CheckForTexture(sc.String, type, FTextureManager::TEXMAN_TryAny | FTextureManager::TEXMAN_Overridable);
FTexture *tex = TexMan[no];
sc.MustGetToken('{');
while (!sc.CheckToken('}'))
{
sc.MustGetString();
if (sc.Compare("disablefullbright"))
{
// This can also be used without a brightness map to disable
// fullbright in rotations that only use brightness maps on
// other angles.
disable_fullbright = true;
disable_fullbright_specified = true;
}
else if (sc.Compare("thiswad"))
{
// only affects textures defined in the WAD containing the definition file.
thiswad = true;
}
else if (sc.Compare ("iwad"))
{
// only affects textures defined in the IWAD.
iwad = true;
}
else if (sc.Compare("glossiness"))
{
sc.MustGetFloat();
if (tex)
tex->gl_info.Glossiness = sc.Float;
}
else if (sc.Compare("specularlevel"))
{
sc.MustGetFloat();
if (tex)
tex->gl_info.SpecularLevel = sc.Float;
}
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else
{
for (int i = 0; keywords[i] != nullptr; i++)
{
if (sc.Compare (keywords[i]))
{
sc.MustGetString();
if (textures[i])
Printf("Multiple %s definitions in texture %s\n", keywords[i], tex? tex->Name.GetChars() : "(null)");
textures[i] = TexMan.FindTexture(sc.String, FTexture::TEX_Any, FTextureManager::TEXMAN_TryAny);
if (!textures[i])
Printf("%s '%s' not found in texture '%s'\n", notFound[i], sc.String, tex? tex->Name.GetChars() : "(null)");
break;
}
}
}
}
if (!tex)
{
return;
}
if (thiswad || iwad)
{
bool useme = false;
int lumpnum = tex->GetSourceLump();
if (lumpnum != -1)
{
if (iwad && Wads.GetLumpFile(lumpnum) <= Wads.GetIwadNum()) useme = true;
if (thiswad && Wads.GetLumpFile(lumpnum) == deflump) useme = true;
}
if (!useme) return;
}
FTexture **bindings[6] =
{
&tex->gl_info.Brightmap,
&tex->gl_info.Normal,
&tex->gl_info.Specular,
&tex->gl_info.Metallic,
&tex->gl_info.Roughness,
&tex->gl_info.AmbientOcclusion
};
for (int i = 0; keywords[i] != nullptr; i++)
{
if (textures[i])
{
textures[i]->bMasked = false;
*bindings[i] = textures[i];
}
}
if (disable_fullbright_specified)
tex->gl_info.bDisableFullbright = disable_fullbright;
}
//==========================================================================
//
// Parses a brightmap definition
//
//==========================================================================
void gl_ParseBrightmap(FScanner &sc, int deflump)
{
int type = FTexture::TEX_Any;
bool disable_fullbright=false;
bool thiswad = false;
bool iwad = false;
FTexture *bmtex = NULL;
sc.MustGetString();
if (sc.Compare("texture")) type = FTexture::TEX_Wall;
else if (sc.Compare("flat")) type = FTexture::TEX_Flat;
else if (sc.Compare("sprite")) type = FTexture::TEX_Sprite;
else sc.UnGet();
sc.MustGetString();
FTextureID no = TexMan.CheckForTexture(sc.String, type, FTextureManager::TEXMAN_TryAny | FTextureManager::TEXMAN_Overridable);
FTexture *tex = TexMan[no];
sc.MustGetToken('{');
while (!sc.CheckToken('}'))
{
sc.MustGetString();
if (sc.Compare("disablefullbright"))
{
// This can also be used without a brightness map to disable
// fullbright in rotations that only use brightness maps on
// other angles.
disable_fullbright = true;
}
else if (sc.Compare("thiswad"))
{
// only affects textures defined in the WAD containing the definition file.
thiswad = true;
}
else if (sc.Compare ("iwad"))
{
// only affects textures defined in the IWAD.
iwad = true;
}
else if (sc.Compare ("map"))
{
sc.MustGetString();
if (bmtex != NULL)
{
Printf("Multiple brightmap definitions in texture %s\n", tex? tex->Name.GetChars() : "(null)");
}
bmtex = TexMan.FindTexture(sc.String, FTexture::TEX_Any, FTextureManager::TEXMAN_TryAny);
if (bmtex == NULL)
Printf("Brightmap '%s' not found in texture '%s'\n", sc.String, tex? tex->Name.GetChars() : "(null)");
}
}
if (!tex)
{
return;
}
if (thiswad || iwad)
{
bool useme = false;
int lumpnum = tex->GetSourceLump();
if (lumpnum != -1)
{
if (iwad && Wads.GetLumpFile(lumpnum) <= Wads.GetIwadNum()) useme = true;
if (thiswad && Wads.GetLumpFile(lumpnum) == deflump) useme = true;
}
if (!useme) return;
}
if (bmtex != NULL)
{
/* I do not think this is needed any longer
if (tex->bWarped != 0)
{
Printf("Cannot combine warping with brightmap on texture '%s'\n", tex->Name.GetChars());
return;
}
*/
bmtex->bMasked = false;
tex->gl_info.Brightmap = bmtex;
}
tex->gl_info.bDisableFullbright = disable_fullbright;
}
//==========================================================================
//
// Search auto paths for extra material textures
//
//==========================================================================
struct AutoTextureSearchPath
{
const char *path;
ptrdiff_t offset;
void SetTexture(FTexture *material, FTexture *texture) const
{
*reinterpret_cast<FTexture**>(reinterpret_cast<uint8_t*>(&material->gl_info) + offset) = texture;
}
};
static AutoTextureSearchPath autosearchpaths[] =
{
{ "brightmaps/auto/", offsetof(FTexture::MiscGLInfo, Brightmap) }, // For backwards compatibility
{ "materials/brightmaps/auto/", offsetof(FTexture::MiscGLInfo, Brightmap) },
{ "materials/normalmaps/auto/", offsetof(FTexture::MiscGLInfo, Normal) },
{ "materials/specular/auto/", offsetof(FTexture::MiscGLInfo, Specular) },
{ "materials/metallic/auto/", offsetof(FTexture::MiscGLInfo, Metallic) },
{ "materials/roughness/auto/", offsetof(FTexture::MiscGLInfo, Roughness) },
{ "materials/ao/auto/", offsetof(FTexture::MiscGLInfo, AmbientOcclusion) }
};
void AddAutoMaterials()
{
int num = Wads.GetNumLumps();
for (int i = 0; i < num; i++)
{
const char *name = Wads.GetLumpFullName(i);
for (const AutoTextureSearchPath &searchpath : autosearchpaths)
{
if (strstr(name, searchpath.path) == name)
{
TArray<FTextureID> list;
FString texname = ExtractFileBase(name, false);
TexMan.ListTextures(texname, list);
auto bmtex = TexMan.FindTexture(name, FTexture::TEX_Any, FTextureManager::TEXMAN_TryAny);
for (auto texid : list)
{
bmtex->bMasked = false;
searchpath.SetTexture(TexMan[texid], bmtex);
}
}
}
}
}
//==========================================================================
//
// Parses a GLBoom+ detail texture definition
//
// Syntax is this:
// detail
// {
// (walls | flats) [default_detail_name [width [height [offset_x [offset_y]]]]]
// {
// texture_name [detail_name [width [height [offset_x [offset_y]]]]]
// }
// }
// This merely parses the block and returns no error if valid. The feature
// is not actually implemented, so nothing else happens.
//==========================================================================
void gl_ParseDetailTexture(FScanner &sc)
{
while (!sc.CheckToken('}'))
{
sc.MustGetString();
if (sc.Compare("walls") || sc.Compare("flats"))
{
if (!sc.CheckToken('{'))
{
sc.MustGetString(); // Default detail texture
if (sc.CheckFloat()) // Width
if (sc.CheckFloat()) // Height
if (sc.CheckFloat()) // OffsX
if (sc.CheckFloat()) // OffsY
{
// Nothing
}
}
else sc.UnGet();
sc.MustGetToken('{');
while (!sc.CheckToken('}'))
{
sc.MustGetString(); // Texture
if (sc.GetString()) // Detail texture
{
if (sc.CheckFloat()) // Width
if (sc.CheckFloat()) // Height
if (sc.CheckFloat()) // OffsX
if (sc.CheckFloat()) // OffsY
{
// Nothing
}
}
else sc.UnGet();
}
}
}
}
//==========================================================================
//
// DFrameBuffer :: PrecacheTexture
//
//==========================================================================
static void PrecacheTexture(FTexture *tex, int cache)
{
if (cache & (FTextureManager::HIT_Wall | FTextureManager::HIT_Flat | FTextureManager::HIT_Sky))
{
FMaterial * gltex = FMaterial::ValidateTexture(tex, false);
if (gltex) gltex->Precache();
}
else
{
// make sure that software pixel buffers do not stick around for unneeded textures.
tex->Unload();
}
}
//==========================================================================
//
// DFrameBuffer :: PrecacheSprite
//
//==========================================================================
static void PrecacheSprite(FTexture *tex, SpriteHits &hits)
{
FMaterial * gltex = FMaterial::ValidateTexture(tex, true);
if (gltex) gltex->PrecacheList(hits);
}
//==========================================================================
//
// DFrameBuffer :: Precache
//
//==========================================================================
void gl_PrecacheTexture(uint8_t *texhitlist, TMap<PClassActor*, bool> &actorhitlist)
{
SpriteHits *spritelist = new SpriteHits[sprites.Size()];
SpriteHits **spritehitlist = new SpriteHits*[TexMan.NumTextures()];
TMap<PClassActor*, bool>::Iterator it(actorhitlist);
TMap<PClassActor*, bool>::Pair *pair;
uint8_t *modellist = new uint8_t[Models.Size()];
memset(modellist, 0, Models.Size());
memset(spritehitlist, 0, sizeof(SpriteHits**) * TexMan.NumTextures());
// this isn't done by the main code so it needs to be done here first:
// check skybox textures and mark the separate faces as used
for (int i = 0; i<TexMan.NumTextures(); i++)
{
// HIT_Wall must be checked for MBF-style sky transfers.
if (texhitlist[i] & (FTextureManager::HIT_Sky | FTextureManager::HIT_Wall))
{
FTexture *tex = TexMan.ByIndex(i);
if (tex->gl_info.bSkybox)
{
FSkyBox *sb = static_cast<FSkyBox*>(tex);
for (int i = 0; i<6; i++)
{
if (sb->faces[i])
{
int index = sb->faces[i]->id.GetIndex();
texhitlist[index] |= FTextureManager::HIT_Flat;
}
}
}
}
}
// Check all used actors.
// 1. mark all sprites associated with its states
// 2. mark all model data and skins associated with its states
while (it.NextPair(pair))
{
PClassActor *cls = pair->Key;
int gltrans = GLTranslationPalette::GetInternalTranslation(GetDefaultByType(cls)->Translation);
for (unsigned i = 0; i < cls->GetStateCount(); i++)
{
auto &state = cls->GetStates()[i];
spritelist[state.sprite].Insert(gltrans, true);
FSpriteModelFrame * smf = gl_FindModelFrame(cls, state.sprite, state.Frame, false);
if (smf != NULL)
{
for (int i = 0; i < MAX_MODELS_PER_FRAME; i++)
{
if (smf->skinIDs[i].isValid())
{
texhitlist[smf->skinIDs[i].GetIndex()] |= FTexture::TEX_Flat;
}
else if (smf->modelIDs[i] != -1)
{
Models[smf->modelIDs[i]]->PushSpriteMDLFrame(smf, i);
Models[smf->modelIDs[i]]->AddSkins(texhitlist);
}
if (smf->modelIDs[i] != -1)
{
modellist[smf->modelIDs[i]] = 1;
}
}
}
}
}
// mark all sprite textures belonging to the marked sprites.
for (int i = (int)(sprites.Size() - 1); i >= 0; i--)
{
if (spritelist[i].CountUsed())
{
int j, k;
for (j = 0; j < sprites[i].numframes; j++)
{
const spriteframe_t *frame = &SpriteFrames[sprites[i].spriteframes + j];
for (k = 0; k < 16; k++)
{
FTextureID pic = frame->Texture[k];
if (pic.isValid())
{
spritehitlist[pic.GetIndex()] = &spritelist[i];
}
}
}
}
}
// delete everything unused before creating any new resources to avoid memory usage peaks.
// delete unused models
for (unsigned i = 0; i < Models.Size(); i++)
{
if (!modellist[i]) Models[i]->DestroyVertexBuffer();
}
// delete unused textures
int cnt = TexMan.NumTextures();
for (int i = cnt - 1; i >= 0; i--)
{
FTexture *tex = TexMan.ByIndex(i);
if (tex != nullptr)
{
if (!texhitlist[i])
{
if (tex->gl_info.Material[0]) tex->gl_info.Material[0]->Clean(true);
}
if (spritehitlist[i] == nullptr || (*spritehitlist[i]).CountUsed() == 0)
{
if (tex->gl_info.Material[1]) tex->gl_info.Material[1]->Clean(true);
}
}
}
if (gl_precache)
{
// cache all used textures
for (int i = cnt - 1; i >= 0; i--)
{
FTexture *tex = TexMan.ByIndex(i);
if (tex != nullptr)
{
PrecacheTexture(tex, texhitlist[i]);
if (spritehitlist[i] != nullptr && (*spritehitlist[i]).CountUsed() > 0)
{
PrecacheSprite(tex, *spritehitlist[i]);
}
}
}
// cache all used models
FGLModelRenderer renderer;
for (unsigned i = 0; i < Models.Size(); i++)
{
if (modellist[i])
Models[i]->BuildVertexBuffer(&renderer);
}
}
delete[] spritehitlist;
delete[] spritelist;
delete[] modellist;
}
//==========================================================================
//
// Prints some texture info
//
//==========================================================================
CCMD(textureinfo)
{
int cntt = 0;
for (int i = 0; i < TexMan.NumTextures(); i++)
{
FTexture *tex = TexMan.ByIndex(i);
if (tex->gl_info.SystemTexture[0] || tex->gl_info.SystemTexture[1] || tex->gl_info.Material[0] || tex->gl_info.Material[1])
{
int lump = tex->GetSourceLump();
Printf(PRINT_LOG, "Texture '%s' (Index %d, Lump %d, Name '%s'):\n", tex->Name.GetChars(), i, lump, Wads.GetLumpFullName(lump));
if (tex->gl_info.Material[0])
{
Printf(PRINT_LOG, "in use (normal)\n");
}
else if (tex->gl_info.SystemTexture[0])
{
Printf(PRINT_LOG, "referenced (normal)\n");
}
if (tex->gl_info.Material[1])
{
Printf(PRINT_LOG, "in use (expanded)\n");
}
else if (tex->gl_info.SystemTexture[1])
{
Printf(PRINT_LOG, "referenced (normal)\n");
}
cntt++;
}
}
Printf(PRINT_LOG, "%d system textures\n", cntt);
}