- cleaned out the coordinate code in FMaterial.

This commit is contained in:
Christoph Oelckers 2020-04-15 00:48:04 +02:00
parent c178313da5
commit 31035a6cea
8 changed files with 16 additions and 81 deletions

View file

@ -121,13 +121,6 @@ FMaterial::FMaterial(FTexture * tx, bool expanded)
}
}
}
mWidth = tx->GetTexelWidth();
mHeight = tx->GetTexelHeight();
mLeftOffset = tx->GetLeftOffset(0); // These only get used by decals and decals should not use renderer-specific offsets.
mTopOffset = tx->GetTopOffset(0);
mRenderWidth = tx->GetScaledWidth();
mRenderHeight = tx->GetScaledHeight();
mExpanded = expanded;
mTextureLayers.ShrinkToFit();

View file

@ -32,13 +32,6 @@ class FMaterial
TArray<FTexture*> mTextureLayers;
int mShaderIndex;
int mLayerFlags = 0;
short mLeftOffset;
short mTopOffset;
short mWidth;
short mHeight;
short mRenderWidth;
short mRenderHeight;
bool mExpanded;
public:
@ -48,7 +41,6 @@ public:
FMaterial(FTexture *tex, bool forceexpand);
~FMaterial();
int GetLayerFlags() const { return mLayerFlags; }
void SetSpriteRect();
int GetShaderIndex() const { return mShaderIndex; }
FTexture* Source() const
@ -60,28 +52,11 @@ public:
// Only for spftpoly!
return imgtex;
}
bool isFullbright() const
{
return sourcetex->isFullbright();
}
bool isHardwareCanvas() const
{
return sourcetex->isHardwareCanvas();
}
bool GetTranslucency()
{
// This queries the master texture to reduce recalculations.
return imgtex->GetTranslucency();
}
void AddTextureLayer(FTexture *tex)
{
ValidateTexture(tex, false);
mTextureLayers.Push(tex);
}
bool isMasked() const
{
return sourcetex->bMasked;
}
bool isExpanded() const
{
return mExpanded;
@ -91,39 +66,9 @@ public:
{
return mTextureLayers.Size() + 1;
}
bool hasCanvas()
{
return sourcetex->isHardwareCanvas();
}
IHardwareTexture *GetLayer(int i, int translation, FTexture **pLayer = nullptr);
// Patch drawing utilities
// This is scaled size in integer units as needed by walls and flats
int TextureHeight() const { return mRenderHeight; }
int TextureWidth() const { return mRenderWidth; }
int GetWidth() const
{
return mWidth;
}
int GetHeight() const
{
return mHeight;
}
int GetLeftOffset() const
{
return mLeftOffset;
}
int GetTopOffset() const
{
return mTopOffset;
}
static FMaterial *ValidateTexture(FTexture * tex, bool expand, bool create = true);
static FMaterial *ValidateTexture(FTextureID no, bool expand, bool trans, bool create = true);

View file

@ -306,7 +306,7 @@ void FGLRenderer::BindToFrameBuffer(FMaterial *mat)
FHardwareTexture::Unbind(0);
gl_RenderState.ClearLastMaterial();
}
BaseLayer->BindToFrameBuffer(mat->GetWidth(), mat->GetHeight());
BaseLayer->BindToFrameBuffer(mat->Source()->GetTexelWidth(), mat->Source()->GetTexelHeight());
}
//===========================================================================
@ -320,19 +320,18 @@ void FGLRenderer::RenderTextureView(FCanvasTexture *tex, AActor *Viewpoint, doub
// This doesn't need to clear the fake flat cache. It can be shared between camera textures and the main view of a scene.
FMaterial * gltex = FMaterial::ValidateTexture(tex, false);
int width = gltex->TextureWidth();
int height = gltex->TextureHeight();
float ratio = (float)tex->GetDisplayWidthDouble() / (float)tex->GetDisplayHeightDouble();
StartOffscreen();
BindToFrameBuffer(gltex);
IntRect bounds;
bounds.left = bounds.top = 0;
bounds.width = FHardwareTexture::GetTexDimension(gltex->GetWidth());
bounds.height = FHardwareTexture::GetTexDimension(gltex->GetHeight());
bounds.width = FHardwareTexture::GetTexDimension(tex->GetTexelWidth());
bounds.height = FHardwareTexture::GetTexDimension(tex->GetTexelHeight());
FRenderViewpoint texvp;
RenderViewpoint(texvp, Viewpoint, &bounds, FOV, (float)width / height, (float)width / height, false, false);
RenderViewpoint(texvp, Viewpoint, &bounds, FOV, ratio, ratio, false, false);
EndOffscreen();

View file

@ -298,7 +298,7 @@ void FGLRenderState::Apply()
void FGLRenderState::ApplyMaterial(FMaterial *mat, int clampmode, int translation, int overrideshader)
{
if (mat->isHardwareCanvas())
if (mat->Source()->isHardwareCanvas())
{
mTempTM = TM_OPAQUE;
}

View file

@ -380,19 +380,18 @@ void PolyFrameBuffer::RenderTextureView(FCanvasTexture *tex, AActor *Viewpoint,
FMaterial *mat = FMaterial::ValidateTexture(tex, false);
auto BaseLayer = static_cast<PolyHardwareTexture*>(mat->GetLayer(0, 0));
int width = mat->TextureWidth();
int height = mat->TextureHeight();
float ratio = (float)tex->GetDisplayWidthDouble() / (float)tex->GetDisplayHeightDouble();
DCanvas *image = BaseLayer->GetImage(tex, 0, 0);
PolyDepthStencil *depthStencil = BaseLayer->GetDepthStencil(tex);
mRenderState->SetRenderTarget(image, depthStencil, false);
IntRect bounds;
bounds.left = bounds.top = 0;
bounds.width = MIN(mat->GetWidth(), image->GetWidth());
bounds.height = MIN(mat->GetHeight(), image->GetHeight());
bounds.width = std::min(tex->GetTexelWidth(), image->GetWidth());
bounds.height = std::min(tex->GetTexelHeight(), image->GetHeight());
FRenderViewpoint texvp;
RenderViewpoint(texvp, Viewpoint, &bounds, FOV, (float)width / height, (float)width / height, false, false);
RenderViewpoint(texvp, Viewpoint, &bounds, FOV, ratio, ratio, false, false);
FlushDrawCommands();
DrawerThreads::WaitForWorkers();

View file

@ -312,7 +312,7 @@ void PolyRenderState::ApplyMaterial()
{
if (mMaterial.mChanged && mMaterial.mMaterial)
{
mTempTM = mMaterial.mMaterial->isHardwareCanvas() ? TM_OPAQUE : TM_NORMAL;
mTempTM = mMaterial.mMaterial->Source()->isHardwareCanvas() ? TM_OPAQUE : TM_NORMAL;
FTexture* layer;
auto base = static_cast<PolyHardwareTexture*>(mMaterial.mMaterial->GetLayer(0, mMaterial.mTranslation, &layer));

View file

@ -369,7 +369,7 @@ void VkRenderState::ApplyPushConstants()
}
int tempTM = TM_NORMAL;
if (mMaterial.mMaterial && mMaterial.mMaterial->isHardwareCanvas())
if (mMaterial.mMaterial && mMaterial.mMaterial->Source()->isHardwareCanvas())
tempTM = TM_OPAQUE;
mPushConstants.uFogEnabled = fogset;

View file

@ -519,8 +519,7 @@ void VulkanFrameBuffer::RenderTextureView(FCanvasTexture *tex, AActor *Viewpoint
FMaterial *mat = FMaterial::ValidateTexture(tex, false);
auto BaseLayer = static_cast<VkHardwareTexture*>(mat->GetLayer(0, 0));
int width = mat->TextureWidth();
int height = mat->TextureHeight();
float ratio = (float)tex->GetDisplayWidthDouble() / (float)tex->GetDisplayHeightDouble();
VkTextureImage *image = BaseLayer->GetImage(tex, 0, 0);
VkTextureImage *depthStencil = BaseLayer->GetDepthStencil(tex);
@ -534,11 +533,11 @@ void VulkanFrameBuffer::RenderTextureView(FCanvasTexture *tex, AActor *Viewpoint
IntRect bounds;
bounds.left = bounds.top = 0;
bounds.width = MIN(mat->GetWidth(), image->Image->width);
bounds.height = MIN(mat->GetHeight(), image->Image->height);
bounds.width = std::min(tex->GetTexelWidth(), image->Image->width);
bounds.height = std::min(tex->GetTexelHeight(), image->Image->height);
FRenderViewpoint texvp;
RenderViewpoint(texvp, Viewpoint, &bounds, FOV, (float)width / height, (float)width / height, false, false);
RenderViewpoint(texvp, Viewpoint, &bounds, FOV, ratio, ratio, false, false);
mRenderState->EndRenderPass();