mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-27 14:22:13 +00:00
Merge branch 'master' into modern
# Conflicts: # src/gl/renderer/gl_renderer.cpp # src/gl/renderer/gl_renderer.h # src/gl/renderer/gl_renderstate.h # src/gl/system/gl_framebuffer.cpp # src/gl/system/gl_framebuffer.h
This commit is contained in:
commit
33ee0f3c27
15 changed files with 205 additions and 138 deletions
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@ -260,6 +260,26 @@ sector_t *FGLRenderer::RenderView(player_t* player)
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return retsec;
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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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void FGLRenderer::BindToFrameBuffer(FMaterial *mat)
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{
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auto BaseLayer = static_cast<FHardwareTexture*>(mat->GetLayer(0));
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if (BaseLayer == nullptr)
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{
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// must create the hardware texture first
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BaseLayer->BindOrCreate(mat->sourcetex, 0, 0, 0, 0);
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FHardwareTexture::Unbind(0);
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gl_RenderState.ClearLastMaterial();
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}
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BaseLayer->BindToFrameBuffer(mat->GetWidth(), mat->GetHeight());
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}
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//===========================================================================
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//
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// Camera texture rendering
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@ -274,7 +294,7 @@ void FGLRenderer::RenderTextureView(FCanvasTexture *tex, AActor *Viewpoint, doub
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int height = gltex->TextureHeight();
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StartOffscreen();
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gltex->BindToFrameBuffer();
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BindToFrameBuffer(gltex);
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IntRect bounds;
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bounds.left = bounds.top = 0;
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@ -116,9 +116,7 @@ public:
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bool StartOffscreen();
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void EndOffscreen();
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void FillSimplePoly(FTexture *texture, FVector2 *points, int npoints,
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double originx, double originy, double scalex, double scaley,
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DAngle rotation, const FColormap &colormap, PalEntry flatcolor, int lightlevel, int bottomclip);
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void BindToFrameBuffer(FMaterial *mat);
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};
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#include "hwrenderer/scene/hw_fakeflat.h"
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@ -36,6 +36,7 @@
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#include "gl/renderer/gl_renderer.h"
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#include "gl/dynlights//gl_lightbuffer.h"
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#include "gl/renderer/gl_renderbuffers.h"
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#include "gl/textures/gl_hwtexture.h"
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void gl_SetTextureMode(int type);
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@ -288,3 +289,62 @@ void FRenderState::ApplyLightIndex(int index)
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}
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activeShader->muLightIndex.Set(index);
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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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void FRenderState::SetMaterial(FMaterial *mat, int clampmode, int translation, int overrideshader, bool alphatexture)
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{
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if (mat->tex->bHasCanvas)
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{
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mTempTM = TM_OPAQUE;
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}
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else
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{
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mTempTM = TM_MODULATE;
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}
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mEffectState = overrideshader >= 0 ? overrideshader : mat->mShaderIndex;
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mShaderTimer = mat->tex->shaderspeed;
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SetSpecular(mat->tex->Glossiness, mat->tex->SpecularLevel);
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// avoid rebinding the same texture multiple times.
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if (mat == lastMaterial && lastClamp == clampmode && translation == lastTranslation) return;
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lastMaterial = mat;
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lastClamp = clampmode;
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lastTranslation = translation;
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int usebright = false;
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int maxbound = 0;
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auto tex = mat->tex;
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if (tex->UseType == ETextureType::SWCanvas) clampmode = CLAMP_NOFILTER;
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if (tex->bHasCanvas) clampmode = CLAMP_CAMTEX;
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else if (tex->bWarped && clampmode <= CLAMP_XY) clampmode = CLAMP_NONE;
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// Textures that are already scaled in the texture lump will not get replaced by hires textures.
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int flags = mat->isExpanded() ? CTF_Expand : (gl_texture_usehires && tex->Scale.X == 1 && tex->Scale.Y == 1 && clampmode <= CLAMP_XY) ? CTF_CheckHires : 0;
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int numLayers = mat->GetLayers();
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auto base = static_cast<FHardwareTexture*>(mat->GetLayer(0));
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if (base->BindOrCreate(tex, 0, clampmode, translation, flags))
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{
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for (int i = 1; i<numLayers; i++)
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{
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FTexture *layer;
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auto systex = static_cast<FHardwareTexture*>(mat->GetLayer(i, &layer));
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systex->BindOrCreate(layer, i, clampmode, 0, mat->isExpanded() ? CTF_Expand : 0);
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maxbound = i;
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}
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}
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// unbind everything from the last texture that's still active
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for (int i = maxbound + 1; i <= maxBoundMaterial; i++)
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{
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FHardwareTexture::Unbind(i);
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maxBoundMaterial = maxbound;
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}
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}
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@ -124,6 +124,13 @@ class FRenderState
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bool ApplyShader();
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// Texture binding state
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FMaterial *lastMaterial = nullptr;
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int lastClamp = 0;
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int lastTranslation = 0;
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int maxBoundMaterial = -1;
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public:
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VSMatrix mModelMatrix;
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@ -136,22 +143,13 @@ public:
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void Reset();
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void SetMaterial(FMaterial *mat, int clampmode, int translation, int overrideshader, bool alphatexture)
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void ClearLastMaterial()
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{
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if (mat->tex->bHasCanvas)
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{
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mTempTM = TM_OPAQUE;
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}
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else
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{
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mTempTM = TM_MODULATE;
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}
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mEffectState = overrideshader >= 0? overrideshader : mat->mShaderIndex;
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mShaderTimer = mat->tex->shaderspeed;
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SetSpecular(mat->tex->Glossiness, mat->tex->SpecularLevel);
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mat->Bind(clampmode, translation);
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lastMaterial = nullptr;
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}
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void SetMaterial(FMaterial *mat, int clampmode, int translation, int overrideshader, bool alphatexture);
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void Apply();
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void ApplyColorMask();
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void ApplyLightIndex(int index);
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@ -488,6 +488,8 @@ static const FDefaultShader defaultshaders[]=
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};
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TArray<FString> usershaders;
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TArray<FString> usermaterials;
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TArray<FString> usershaderdefs;
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struct FEffectShader
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{
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@ -609,7 +611,7 @@ void FShaderCollection::CompileShaders(EPassType passType)
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FString name = ExtractFileBase(usershaders[i]);
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FName sfn = name;
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FShader *shc = Compile(sfn, usershaders[i], "shaders/glsl/material_normal.fp", "", true, passType);
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FShader *shc = Compile(sfn, usershaders[i], usermaterials[i], usershaderdefs[i], true, passType);
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mMaterialShaders.Push(shc);
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}
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@ -73,7 +73,6 @@ OpenGLFrameBuffer::OpenGLFrameBuffer(void *hMonitor, bool fullscreen) :
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// Make sure all global variables tracking OpenGL context state are reset..
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FHardwareTexture::InitGlobalState();
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FMaterial::InitGlobalState();
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gl_RenderState.Reset();
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GLRenderer = new FGLRenderer(this);
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@ -339,6 +338,11 @@ IHardwareTexture *OpenGLFrameBuffer::CreateHardwareTexture(FTexture *tex)
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return new FHardwareTexture(tex->bNoCompress);
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}
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void OpenGLFrameBuffer::PrecacheMaterial(FMaterial *mat, int translation)
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{
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gl_RenderState.SetMaterial(mat, CLAMP_NONE, translation, false, false);
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}
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FModelRenderer *OpenGLFrameBuffer::CreateModelRenderer(int mli)
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{
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return new FGLModelRenderer(nullptr, mli);
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@ -355,11 +359,6 @@ IShaderProgram *OpenGLFrameBuffer::CreateShaderProgram()
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}
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void OpenGLFrameBuffer::UnbindTexUnit(int no)
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{
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FHardwareTexture::Unbind(no);
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}
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void OpenGLFrameBuffer::TextureFilterChanged()
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{
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if (GLRenderer != NULL && GLRenderer->mSamplerManager != NULL) GLRenderer->mSamplerManager->SetTextureFilterMode();
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@ -35,8 +35,8 @@ public:
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sector_t *RenderView(player_t *player) override;
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void SetTextureFilterMode() override;
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IHardwareTexture *CreateHardwareTexture(FTexture *tex) override;
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void PrecacheMaterial(FMaterial *mat, int translation) override;
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FModelRenderer *CreateModelRenderer(int mli) override;
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void UnbindTexUnit(int no) override;
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void TextureFilterChanged() override;
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void BeginFrame() override;
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void SetViewportRects(IntRect *bounds) override;
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@ -223,7 +223,7 @@ void OpenGLFrameBuffer::WipeCleanup()
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delete wipeendscreen;
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wipeendscreen = NULL;
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}
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FMaterial::ClearLastTexture();
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gl_RenderState.ClearLastMaterial();
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}
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//==========================================================================
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@ -36,6 +36,7 @@
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#include "hwrenderer/utility/hw_cvars.h"
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#include "gl/system/gl_debug.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/renderer/gl_renderstate.h"
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#include "gl/textures/gl_samplers.h"
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@ -469,7 +470,7 @@ void FHardwareTexture::UnbindAll()
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{
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Unbind(texunit);
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}
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FMaterial::ClearLastTexture();
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gl_RenderState.ClearLastMaterial();
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}
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//===========================================================================
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@ -21,8 +21,6 @@ public:
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IHardwareTexture() {}
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virtual ~IHardwareTexture() {}
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virtual void BindToFrameBuffer(int w, int h) = 0;
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virtual bool BindOrCreate(FTexture *tex, int texunit, int clampmode, int translation, int flags) = 0;
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virtual void AllocateBuffer(int w, int h, int texelsize) = 0;
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virtual uint8_t *MapBuffer() = 0;
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virtual unsigned int CreateTexture(unsigned char * buffer, int w, int h, int texunit, bool mipmap, int translation, const char *name) = 0;
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@ -154,6 +154,12 @@ FMaterial::FMaterial(FTexture * tx, bool expanded)
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{
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if (tx->shaderindex >= FIRST_USER_SHADER)
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{
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for (auto &texture : tx->CustomShaderTextures)
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{
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if(texture == nullptr) continue;
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ValidateSysTexture(texture, expanded);
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mTextureLayers.Push(texture);
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}
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mShaderIndex = tx->shaderindex;
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}
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else
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@ -163,7 +169,7 @@ FMaterial::FMaterial(FTexture * tx, bool expanded)
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for (auto &texture : { tx->Normal, tx->Specular })
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{
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ValidateSysTexture(texture, expanded);
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mTextureLayers.Push({ texture, false });
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mTextureLayers.Push(texture);
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}
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mShaderIndex = SHADER_Specular;
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}
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@ -172,7 +178,7 @@ FMaterial::FMaterial(FTexture * tx, bool expanded)
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for (auto &texture : { tx->Normal, tx->Metallic, tx->Roughness, tx->AmbientOcclusion })
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{
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ValidateSysTexture(texture, expanded);
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mTextureLayers.Push({ texture, false });
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mTextureLayers.Push(texture);
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}
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mShaderIndex = SHADER_PBR;
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}
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@ -181,8 +187,7 @@ FMaterial::FMaterial(FTexture * tx, bool expanded)
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if (tx->Brightmap != NULL)
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{
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ValidateSysTexture(tx->Brightmap, expanded);
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FTextureLayer layer = {tx->Brightmap, false};
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mTextureLayers.Push(layer);
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mTextureLayers.Push(tx->Brightmap);
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if (mShaderIndex == SHADER_Specular)
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mShaderIndex = SHADER_SpecularBrightmap;
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else if (mShaderIndex == SHADER_PBR)
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|
@ -402,70 +407,6 @@ outl:
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return true;
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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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static FMaterial *last;
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static int lastclamp;
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static int lasttrans;
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void FMaterial::InitGlobalState()
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{
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last = nullptr;
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lastclamp = 0;
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lasttrans = 0;
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}
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void FMaterial::Bind(int clampmode, int translation)
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{
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// avoid rebinding the same texture multiple times.
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if (this == last && lastclamp == clampmode && translation == lasttrans) return;
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last = this;
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lastclamp = clampmode;
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lasttrans = translation;
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int usebright = false;
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int maxbound = 0;
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if (tex->UseType == ETextureType::SWCanvas) clampmode = CLAMP_NOFILTER;
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if (tex->bHasCanvas) clampmode = CLAMP_CAMTEX;
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else if (tex->bWarped && clampmode <= CLAMP_XY) clampmode = CLAMP_NONE;
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// Textures that are already scaled in the texture lump will not get replaced by hires textures.
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int flags = mExpanded? CTF_Expand : (gl_texture_usehires && tex->Scale.X == 1 && tex->Scale.Y == 1 && clampmode <= CLAMP_XY)? CTF_CheckHires : 0;
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if (mBaseLayer->BindOrCreate(tex, 0, clampmode, translation, flags))
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{
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for(unsigned i=0;i<mTextureLayers.Size();i++)
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{
|
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FTexture *layer;
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if (mTextureLayers[i].animated)
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{
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FTextureID id = mTextureLayers[i].texture->id;
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layer = TexMan(id);
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}
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else
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{
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layer = mTextureLayers[i].texture;
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}
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auto systex = ValidateSysTexture(layer, mExpanded);
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systex->BindOrCreate(layer, i+1, clampmode, 0, mExpanded ? CTF_Expand : 0);
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maxbound = i+1;
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}
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}
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// unbind everything from the last texture that's still active
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for(int i=maxbound+1; i<=mMaxBound;i++)
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{
|
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screen->UnbindTexUnit(i);
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mMaxBound = maxbound;
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}
|
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}
|
||||
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
//
|
||||
|
@ -473,7 +414,7 @@ void FMaterial::Bind(int clampmode, int translation)
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//===========================================================================
|
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void FMaterial::Precache()
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{
|
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Bind(0, 0);
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screen->PrecacheMaterial(this, 0);
|
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}
|
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|
||||
//===========================================================================
|
||||
|
@ -486,7 +427,7 @@ void FMaterial::PrecacheList(SpriteHits &translations)
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if (mBaseLayer != nullptr) mBaseLayer->CleanUnused(translations);
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SpriteHits::Iterator it(translations);
|
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SpriteHits::Pair *pair;
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while(it.NextPair(pair)) Bind(0, pair->Key);
|
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while(it.NextPair(pair)) screen->PrecacheMaterial(this, pair->Key);
|
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}
|
||||
|
||||
//===========================================================================
|
||||
|
@ -552,24 +493,6 @@ int FMaterial::GetAreas(FloatRect **pAreas) const
|
|||
}
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
void FMaterial::BindToFrameBuffer()
|
||||
{
|
||||
if (mBaseLayer == nullptr)
|
||||
{
|
||||
// must create the hardware texture first
|
||||
mBaseLayer->BindOrCreate(sourcetex, 0, 0, 0, 0);
|
||||
screen->UnbindTexUnit(0);
|
||||
ClearLastTexture();
|
||||
}
|
||||
mBaseLayer->BindToFrameBuffer(mWidth, mHeight);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Gets a texture from the texture manager and checks its validity for
|
||||
|
@ -641,11 +564,6 @@ void FMaterial::FlushAll()
|
|||
}
|
||||
}
|
||||
|
||||
void FMaterial::ClearLastTexture()
|
||||
{
|
||||
last = NULL;
|
||||
}
|
||||
|
||||
void FMaterial::Clean(bool f)
|
||||
{
|
||||
// This somehow needs to deal with the other layers as well, but they probably need some form of reference counting to work properly...
|
||||
|
|
|
@ -52,12 +52,6 @@ class FMaterial
|
|||
{
|
||||
friend class FRenderState;
|
||||
|
||||
struct FTextureLayer
|
||||
{
|
||||
FTexture *texture;
|
||||
bool animated;
|
||||
};
|
||||
|
||||
// This array is needed because not all textures are managed by the texture manager
|
||||
// but some code needs to discard all hardware dependent data attached to any created texture.
|
||||
// Font characters are not, for example.
|
||||
|
@ -65,7 +59,7 @@ class FMaterial
|
|||
static int mMaxBound;
|
||||
|
||||
IHardwareTexture *mBaseLayer;
|
||||
TArray<FTextureLayer> mTextureLayers;
|
||||
TArray<FTexture*> mTextureLayers;
|
||||
int mShaderIndex;
|
||||
|
||||
short mLeftOffset;
|
||||
|
@ -81,7 +75,6 @@ class FMaterial
|
|||
float mSpriteU[2], mSpriteV[2];
|
||||
FloatRect mSpriteRect;
|
||||
|
||||
IHardwareTexture * ValidateSysTexture(FTexture * tex, bool expand);
|
||||
bool TrimBorders(uint16_t *rect);
|
||||
|
||||
public:
|
||||
|
@ -93,27 +86,44 @@ public:
|
|||
void SetSpriteRect();
|
||||
void Precache();
|
||||
void PrecacheList(SpriteHits &translations);
|
||||
IHardwareTexture * ValidateSysTexture(FTexture * tex, bool expand);
|
||||
void AddTextureLayer(FTexture *tex)
|
||||
{
|
||||
FTextureLayer layer = { tex, false };
|
||||
ValidateTexture(tex, false);
|
||||
mTextureLayers.Push(layer);
|
||||
mTextureLayers.Push(tex);
|
||||
}
|
||||
bool isMasked() const
|
||||
{
|
||||
return !!sourcetex->bMasked;
|
||||
}
|
||||
bool isExpanded() const
|
||||
{
|
||||
return mExpanded;
|
||||
}
|
||||
|
||||
int GetLayers() const
|
||||
{
|
||||
return mTextureLayers.Size() + 1;
|
||||
}
|
||||
|
||||
void Bind(int clamp, int translation);
|
||||
IHardwareTexture *GetLayer(int i, FTexture **pLayer = nullptr)
|
||||
{
|
||||
if (i == 0)
|
||||
{
|
||||
if (pLayer) *pLayer = tex;
|
||||
return mBaseLayer;
|
||||
}
|
||||
else
|
||||
{
|
||||
i--;
|
||||
FTexture *layer = mTextureLayers[i];
|
||||
if (pLayer) *pLayer = layer;
|
||||
return ValidateSysTexture(layer, isExpanded());
|
||||
}
|
||||
}
|
||||
|
||||
void Clean(bool f);
|
||||
|
||||
void BindToFrameBuffer();
|
||||
// Patch drawing utilities
|
||||
|
||||
void GetSpriteRect(FloatRect * r) const
|
||||
|
@ -172,9 +182,6 @@ public:
|
|||
static void FlushAll();
|
||||
static FMaterial *ValidateTexture(FTexture * tex, bool expand);
|
||||
static FMaterial *ValidateTexture(FTextureID no, bool expand, bool trans);
|
||||
static void ClearLastTexture();
|
||||
|
||||
static void InitGlobalState();
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
|
@ -51,6 +51,8 @@ void AddLightAssociation(const char *actor, const char *frame, const char *light
|
|||
void InitializeActorLights(TArray<FLightAssociation> &LightAssociations);
|
||||
|
||||
extern TArray<FString> usershaders;
|
||||
extern TArray<FString> usermaterials;
|
||||
extern TArray<FString> usershaderdefs;
|
||||
extern TDeletingArray<FLightDefaults *> LightDefaults;
|
||||
|
||||
|
||||
|
@ -1378,6 +1380,9 @@ class GLDefsParser
|
|||
bool iwad = false;
|
||||
int maplump = -1;
|
||||
FString maplumpname;
|
||||
FString materiallumpname = "shaders/glsl/material_normal.fp";
|
||||
FString texnameDefs = "";
|
||||
TArray<FString> texNameList;
|
||||
float speed = 1.f;
|
||||
|
||||
sc.MustGetString();
|
||||
|
@ -1393,11 +1398,62 @@ class GLDefsParser
|
|||
sc.MustGetString();
|
||||
maplumpname = sc.String;
|
||||
}
|
||||
else if (sc.Compare("material"))
|
||||
{
|
||||
sc.MustGetString();
|
||||
materiallumpname = sc.String;
|
||||
}
|
||||
else if (sc.Compare("speed"))
|
||||
{
|
||||
sc.MustGetFloat();
|
||||
speed = float(sc.Float);
|
||||
}
|
||||
else if (sc.Compare("texture"))
|
||||
{
|
||||
sc.MustGetString();
|
||||
FString textureName = sc.String;
|
||||
for(FString &texName : texNameList)
|
||||
{
|
||||
if(!texName.Compare(textureName))
|
||||
{
|
||||
sc.ScriptError("Trying to redefine custom hardware shader texture '%s' in texture '%s'\n", textureName.GetChars(), tex? tex->Name.GetChars() : "(null)");
|
||||
}
|
||||
}
|
||||
texNameList.Push(textureName);
|
||||
sc.MustGetString();
|
||||
bool okay = false;
|
||||
for (int i = 0; i < MAX_CUSTOM_HW_SHADER_TEXTURES; i++)
|
||||
{
|
||||
if (!tex->CustomShaderTextures[i])
|
||||
{
|
||||
tex->CustomShaderTextures[i] = TexMan.FindTexture(sc.String, ETextureType::Any, FTextureManager::TEXMAN_TryAny);
|
||||
if (!tex->CustomShaderTextures[i])
|
||||
{
|
||||
sc.ScriptError("Custom hardware shader texture '%s' not found in texture '%s'\n", sc.String, tex? tex->Name.GetChars() : "(null)");
|
||||
}
|
||||
|
||||
texnameDefs.AppendFormat("#define %s texture%d\n", textureName.GetChars(), i + 2);
|
||||
okay = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if(!okay)
|
||||
{
|
||||
sc.ScriptError("Error: out of texture units in texture '%s'", tex? tex->Name.GetChars() : "(null)");
|
||||
}
|
||||
}
|
||||
else if(sc.Compare("define"))
|
||||
{
|
||||
sc.MustGetString();
|
||||
FString defineName = sc.String;
|
||||
FString defineValue = "";
|
||||
if(sc.CheckToken('='))
|
||||
{
|
||||
sc.MustGetString();
|
||||
defineValue = sc.String;
|
||||
}
|
||||
texnameDefs.AppendFormat("#define %s %s\n", defineName.GetChars(), defineValue.GetChars());
|
||||
}
|
||||
}
|
||||
if (!tex)
|
||||
{
|
||||
|
@ -1414,13 +1470,17 @@ class GLDefsParser
|
|||
tex->shaderspeed = speed;
|
||||
for (unsigned i = 0; i < usershaders.Size(); i++)
|
||||
{
|
||||
if (!usershaders[i].CompareNoCase(maplumpname))
|
||||
if (!usershaders[i].CompareNoCase(maplumpname) &&
|
||||
!usermaterials[i].CompareNoCase(materiallumpname) &&
|
||||
!usershaderdefs[i].Compare(texnameDefs))
|
||||
{
|
||||
tex->shaderindex = i + FIRST_USER_SHADER;
|
||||
return;
|
||||
}
|
||||
}
|
||||
tex->shaderindex = usershaders.Push(maplumpname) + FIRST_USER_SHADER;
|
||||
usermaterials.Push(materiallumpname);
|
||||
usershaderdefs.Push(texnameDefs);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -44,6 +44,9 @@
|
|||
#include "r_data/r_translate.h"
|
||||
#include <vector>
|
||||
|
||||
// 15 because 0th texture is our texture
|
||||
#define MAX_CUSTOM_HW_SHADER_TEXTURES 15
|
||||
|
||||
typedef TMap<int, bool> SpriteHits;
|
||||
|
||||
enum MaterialShaderIndex
|
||||
|
@ -235,6 +238,8 @@ public:
|
|||
FTexture *Roughness = nullptr; // Roughness texture for PBR
|
||||
FTexture *AmbientOcclusion = nullptr; // Ambient occlusion texture for PBR
|
||||
|
||||
FTexture *CustomShaderTextures[MAX_CUSTOM_HW_SHADER_TEXTURES] = { nullptr }; // Custom texture maps for custom hardware shaders
|
||||
|
||||
FString Name;
|
||||
ETextureType UseType; // This texture's primary purpose
|
||||
|
||||
|
|
|
@ -417,6 +417,7 @@ public:
|
|||
virtual void CleanForRestart() {}
|
||||
virtual void SetTextureFilterMode() {}
|
||||
virtual IHardwareTexture *CreateHardwareTexture(FTexture *tex) { return nullptr; }
|
||||
virtual void PrecacheMaterial(FMaterial *mat, int translation) {}
|
||||
virtual FModelRenderer *CreateModelRenderer(int mli) { return nullptr; }
|
||||
virtual void UnbindTexUnit(int no) {}
|
||||
virtual void TextureFilterChanged() {}
|
||||
|
|
Loading…
Reference in a new issue