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- split out FGameTexture into its own files.
This commit is contained in:
parent
5a2a72fc95
commit
cedc95c2a5
9 changed files with 898 additions and 807 deletions
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@ -1070,6 +1070,7 @@ set (PCH_SOURCES
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common/textures/bitmap.cpp
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common/textures/m_png.cpp
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common/textures/texture.cpp
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common/textures/gametexture.cpp
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common/textures/image.cpp
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common/textures/imagetexture.cpp
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common/textures/texturemanager.cpp
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512
src/common/textures/gametexture.cpp
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512
src/common/textures/gametexture.cpp
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@ -0,0 +1,512 @@
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/*
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** gametexture.cpp
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** The game-facing texture class.
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**
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**---------------------------------------------------------------------------
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** Copyright 2004-2007 Randy Heit
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** Copyright 2006-2020 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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**
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*/
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#include "printf.h"
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#include "files.h"
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#include "filesystem.h"
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#include "templates.h"
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#include "textures.h"
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#include "bitmap.h"
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#include "colormatcher.h"
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#include "c_dispatch.h"
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#include "m_fixed.h"
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#include "imagehelpers.h"
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#include "image.h"
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#include "formats/multipatchtexture.h"
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#include "texturemanager.h"
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#include "c_cvars.h"
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#include "hw_material.h"
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FTexture *CreateBrightmapTexture(FImageSource*);
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FGameTexture::FGameTexture(FTexture* wrap, const char* name) : Name(name)
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{
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if (wrap) Setup(wrap);
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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 FGameTexture::Setup(FTexture *wrap)
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{
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Base = wrap;
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id.SetInvalid();
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TexelWidth = Base->GetWidth();
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DisplayWidth = (float)TexelWidth;
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TexelHeight = Base->GetHeight();
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DisplayHeight = (float)TexelHeight;
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auto img = Base->GetImage();
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if (img)
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{
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auto ofs = img->GetOffsets();
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LeftOffset[0] = LeftOffset[1] = ofs.first;
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TopOffset[0] = TopOffset[1] = ofs.second;
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}
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else
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{
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LeftOffset[0] = LeftOffset[1] =
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TopOffset[0] = TopOffset[1] = 0;
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}
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ScaleX = ScaleY = 1.f;
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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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FGameTexture::~FGameTexture()
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{
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FGameTexture* link = fileSystem.GetLinkedTexture(GetSourceLump());
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if (link == this) fileSystem.SetLinkedTexture(GetSourceLump(), nullptr);
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if (SoftwareTexture != nullptr)
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{
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delete SoftwareTexture;
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SoftwareTexture = nullptr;
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}
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for (auto &mat : Material)
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{
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if (mat != nullptr) delete mat;
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mat = nullptr;
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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bool FGameTexture::isUserContent() const
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{
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int filenum = fileSystem.GetFileContainer(Base->GetSourceLump());
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return (filenum > fileSystem.GetMaxIwadNum());
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}
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//==========================================================================
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//
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// Search auto paths for extra material textures
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//
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//==========================================================================
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void FGameTexture::AddAutoMaterials()
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{
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struct AutoTextureSearchPath
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{
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const char* path;
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RefCountedPtr<FTexture> FGameTexture::* pointer;
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};
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static AutoTextureSearchPath autosearchpaths[] =
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{
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{ "brightmaps/", &FGameTexture::Brightmap }, // For backwards compatibility, only for short names
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{ "materials/brightmaps/", &FGameTexture::Brightmap },
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{ "materials/normalmaps/", &FGameTexture::Normal },
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{ "materials/specular/", &FGameTexture::Specular },
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{ "materials/metallic/", &FGameTexture::Metallic },
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{ "materials/roughness/", &FGameTexture::Roughness },
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{ "materials/ao/", &FGameTexture::AmbientOcclusion }
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};
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bool fullname = !!(flags & GTexf_FullNameTexture);
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FString searchname = GetName();
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if (fullname)
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{
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auto dot = searchname.LastIndexOf('.');
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auto slash = searchname.LastIndexOf('/');
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if (dot > slash) searchname.Truncate(dot);
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}
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for (size_t i = 0; i < countof(autosearchpaths); i++)
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{
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auto& layer = autosearchpaths[i];
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if (this->*(layer.pointer) == nullptr) // only if no explicit assignment had been done.
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{
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FStringf lookup("%s%s%s", layer.path, fullname ? "" : "auto/", searchname.GetChars());
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auto lump = fileSystem.CheckNumForFullName(lookup, false, ns_global, true);
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if (lump != -1)
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{
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auto bmtex = TexMan.FindGameTexture(fileSystem.GetFileFullName(lump), ETextureType::Any, FTextureManager::TEXMAN_TryAny);
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if (bmtex != nullptr)
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{
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this->*(layer.pointer) = bmtex->GetTexture();
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}
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}
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}
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}
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}
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//===========================================================================
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//
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// Checks if the texture has a default brightmap and creates it if so
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//
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//===========================================================================
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void FGameTexture::CreateDefaultBrightmap()
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{
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auto tex = GetTexture();
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if (flags & GTexf_BrightmapChecked)
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{
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flags |= GTexf_BrightmapChecked;
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// Check for brightmaps
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if (tex->GetImage() && tex->GetImage()->UseGamePalette() && GPalette.HasGlobalBrightmap &&
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GetUseType() != ETextureType::Decal && GetUseType() != ETextureType::MiscPatch && GetUseType() != ETextureType::FontChar &&
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Brightmap == nullptr)
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{
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// May have one - let's check when we use this texture
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auto texbuf = tex->Get8BitPixels(false);
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const int white = ColorMatcher.Pick(255, 255, 255);
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int size = tex->GetWidth() * tex->GetHeight();
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for (int i = 0; i < size; i++)
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{
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if (GPalette.GlobalBrightmap.Remap[texbuf[i]] == white)
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{
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// Create a brightmap
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DPrintf(DMSG_NOTIFY, "brightmap created for texture '%s'\n", GetName().GetChars());
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Brightmap = CreateBrightmapTexture(tex->GetImage());
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return;
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}
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}
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// No bright pixels found
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DPrintf(DMSG_SPAMMY, "No bright pixels found in texture '%s'\n", GetName().GetChars());
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}
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}
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}
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//==========================================================================
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//
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// Calculates glow color for a texture
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//
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//==========================================================================
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void FGameTexture::GetGlowColor(float* data)
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{
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if (isGlowing() && GlowColor == 0)
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{
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auto buffer = Base->GetBgraBitmap(nullptr);
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GlowColor = averageColor((uint32_t*)buffer.GetPixels(), buffer.GetWidth() * buffer.GetHeight(), 153);
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// Black glow equals nothing so switch glowing off
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if (GlowColor == 0) flags &= ~GTexf_Glowing;
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}
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data[0] = GlowColor.r * (1 / 255.0f);
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data[1] = GlowColor.g * (1 / 255.0f);
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data[2] = GlowColor.b * (1 / 255.0f);
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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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int FGameTexture::GetAreas(FloatRect** pAreas) const
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{
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if (shaderindex == SHADER_Default) // texture splitting can only be done if there's no attached effects
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{
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*pAreas = Base->areas;
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return Base->areacount;
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}
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else
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{
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return 0;
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}
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}
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//===========================================================================
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//
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// Checks if a sprite may be expanded with an empty frame
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//
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//===========================================================================
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bool FGameTexture::ShouldExpandSprite()
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{
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if (expandSprite != -1) return expandSprite;
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// Only applicable to image textures with no shader effect.
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if (GetShaderIndex() != SHADER_Default || !dynamic_cast<FImageTexture*>(Base.get()))
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{
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expandSprite = false;
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return false;
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}
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if (Brightmap != NULL && (Base->GetWidth() != Brightmap->GetWidth() || Base->GetHeight() != Brightmap->GetHeight()))
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{
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// do not expand if the brightmap's physical size differs from the base.
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expandSprite = false;
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return false;
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}
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if (Glowmap != NULL && (Base->GetWidth() != Glowmap->GetWidth() || Base->GetHeight() != Glowmap->GetHeight()))
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{
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// same restriction for the glow map
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expandSprite = false;
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return false;
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}
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expandSprite = true;
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return true;
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}
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//===========================================================================
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//
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// Sets up the sprite positioning data for this texture
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//
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//===========================================================================
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void FGameTexture::SetupSpriteData()
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{
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// Since this is only needed for real sprites it gets allocated on demand.
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// It also allocates from the image memory arena because it has the same lifetime and to reduce maintenance.
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if (spi == nullptr) spi = (SpritePositioningInfo*)ImageArena.Alloc(2 * sizeof(SpritePositioningInfo));
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for (int i = 0; i < 2; i++)
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{
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auto& spi = this->spi[i];
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spi.mSpriteU[0] = spi.mSpriteV[0] = 0.f;
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spi.mSpriteU[1] = spi.mSpriteV[1] = 1.f;
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spi.spriteWidth = GetTexelWidth();
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spi.spriteHeight = GetTexelHeight();
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if (i == 1 && ShouldExpandSprite())
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{
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spi.mTrimResult = Base->TrimBorders(spi.trim); // get the trim size before adding the empty frame
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spi.spriteWidth += 2;
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spi.spriteHeight += 2;
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}
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}
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SetSpriteRect();
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}
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//===========================================================================
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//
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// Set the sprite rectangle. This is separate because it may be called by a CVAR, too.
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//
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//===========================================================================
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void FGameTexture::SetSpriteRect()
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{
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if (!spi) return;
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auto leftOffset = GetTexelLeftOffset(r_spriteadjustHW);
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auto topOffset = GetTexelTopOffset(r_spriteadjustHW);
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float fxScale = GetScaleX();
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float fyScale = GetScaleY();
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for (int i = 0; i < 2; i++)
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{
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auto& spi = this->spi[i];
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// mSpriteRect is for positioning the sprite in the scene.
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spi.mSpriteRect.left = -leftOffset / fxScale;
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spi.mSpriteRect.top = -topOffset / fyScale;
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spi.mSpriteRect.width = spi.spriteWidth / fxScale;
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spi.mSpriteRect.height = spi.spriteHeight / fyScale;
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if (i == 1 && ShouldExpandSprite())
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{
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// a little adjustment to make sprites look better with texture filtering:
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// create a 1 pixel wide empty frame around them.
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int oldwidth = spi.spriteWidth - 2;
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int oldheight = spi.spriteHeight - 2;
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leftOffset += 1;
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topOffset += 1;
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// Reposition the sprite with the frame considered
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spi.mSpriteRect.left = -(float)leftOffset / fxScale;
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spi.mSpriteRect.top = -(float)topOffset / fyScale;
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spi.mSpriteRect.width = (float)spi.spriteWidth / fxScale;
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spi.mSpriteRect.height = (float)spi.spriteHeight / fyScale;
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if (spi.mTrimResult > 0)
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{
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spi.mSpriteRect.left += (float)spi.trim[0] / fxScale;
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spi.mSpriteRect.top += (float)spi.trim[1] / fyScale;
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spi.mSpriteRect.width -= float(oldwidth - spi.trim[2]) / fxScale;
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spi.mSpriteRect.height -= float(oldheight - spi.trim[3]) / fyScale;
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spi.mSpriteU[0] = (float)spi.trim[0] / (float)spi.spriteWidth;
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spi.mSpriteV[0] = (float)spi.trim[1] / (float)spi.spriteHeight;
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spi.mSpriteU[1] -= float(oldwidth - spi.trim[0] - spi.trim[2]) / (float)spi.spriteWidth;
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spi.mSpriteV[1] -= float(oldheight - spi.trim[1] - spi.trim[3]) / (float)spi.spriteHeight;
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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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// Cleans the attached hardware resources.
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// This should only be used on textures which alter their content at run time
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//or when the engine shuts down.
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//
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//===========================================================================
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void FGameTexture::CleanHardwareData(bool full)
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{
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Base->CleanHardwareTextures();
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for (auto mat : Material) if (mat) mat->DeleteDescriptors();
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}
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//-----------------------------------------------------------------------------
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//
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// Make sprite offset adjustment user-configurable per renderer.
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//
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//-----------------------------------------------------------------------------
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CUSTOM_CVAR(Int, r_spriteadjust, 2, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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{
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r_spriteadjustHW = !!(self & 2);
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r_spriteadjustSW = !!(self & 1);
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for (int i = 0; i < TexMan.NumTextures(); i++)
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{
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auto tex = TexMan.GetGameTexture(FSetTextureID(i));
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if (tex->GetTexelLeftOffset(0) != tex->GetTexelLeftOffset(1) || tex->GetTexelTopOffset(0) != tex->GetTexelTopOffset(1))
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{
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tex->SetSpriteRect();
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}
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}
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}
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//===========================================================================
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//
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// Coordinate helper.
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// The only reason this is even needed is that many years ago someone
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// was convinced that having per-texel panning on walls was a good idea.
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// If it wasn't for this relatively useless feature the entire positioning
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// code for wall textures could be a lot simpler.
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//
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//===========================================================================
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//===========================================================================
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//
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//
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//
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//===========================================================================
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float FTexCoordInfo::RowOffset(float rowoffset) const
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{
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float scale = fabs(mScale.Y);
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if (scale == 1.f || mWorldPanning) return rowoffset;
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else return rowoffset / scale;
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}
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//===========================================================================
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//
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//
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//
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//===========================================================================
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float FTexCoordInfo::TextureOffset(float textureoffset) const
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{
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float scale = fabs(mScale.X);
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if (scale == 1.f || mWorldPanning) return textureoffset;
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else return textureoffset / scale;
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}
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//===========================================================================
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//
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// Returns the size for which texture offset coordinates are used.
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//
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//===========================================================================
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float FTexCoordInfo::TextureAdjustWidth() const
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{
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if (mWorldPanning)
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{
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float tscale = fabs(mTempScale.X);
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if (tscale == 1.f) return (float)mRenderWidth;
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else return mWidth / fabs(tscale);
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}
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else return (float)mWidth;
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}
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//===========================================================================
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//
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// Retrieve texture coordinate info for per-wall scaling
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//
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//===========================================================================
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void FTexCoordInfo::GetFromTexture(FGameTexture *tex, float x, float y, bool forceworldpanning)
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{
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if (x == 1.f)
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{
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mRenderWidth = xs_RoundToInt(tex->GetDisplayWidth());
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mScale.X = tex->GetScaleX();
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mTempScale.X = 1.f;
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}
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else
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{
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float scale_x = x * tex->GetScaleX();
|
||||
mRenderWidth = xs_CeilToInt(tex->GetTexelWidth() / scale_x);
|
||||
mScale.X = scale_x;
|
||||
mTempScale.X = x;
|
||||
}
|
||||
|
||||
if (y == 1.f)
|
||||
{
|
||||
mRenderHeight = xs_RoundToInt(tex->GetDisplayHeight());
|
||||
mScale.Y = tex->GetScaleY();
|
||||
mTempScale.Y = 1.f;
|
||||
}
|
||||
else
|
||||
{
|
||||
float scale_y = y * tex->GetScaleY();
|
||||
mRenderHeight = xs_CeilToInt(tex->GetTexelHeight() / scale_y);
|
||||
mScale.Y = scale_y;
|
||||
mTempScale.Y = y;
|
||||
}
|
||||
if (tex->isHardwareCanvas())
|
||||
{
|
||||
mScale.Y = -mScale.Y;
|
||||
mRenderHeight = -mRenderHeight;
|
||||
}
|
||||
mWorldPanning = tex->useWorldPanning() || forceworldpanning;
|
||||
mWidth = tex->GetTexelWidth();
|
||||
}
|
||||
|
316
src/common/textures/gametexture.h
Normal file
316
src/common/textures/gametexture.h
Normal file
|
@ -0,0 +1,316 @@
|
|||
#pragma once
|
||||
#include <stdint.h>
|
||||
#include "vectors.h"
|
||||
#include "floatrect.h"
|
||||
#include "refcounted.h"
|
||||
#include "xs_Float.h"
|
||||
#include "palentry.h"
|
||||
#include "zstring.h"
|
||||
#include "textureid.h"
|
||||
|
||||
// 15 because 0th texture is our texture
|
||||
#define MAX_CUSTOM_HW_SHADER_TEXTURES 15
|
||||
class FTexture;
|
||||
class ISoftwareTexture;
|
||||
class FMaterial;
|
||||
|
||||
struct SpritePositioningInfo
|
||||
{
|
||||
uint16_t trim[4];
|
||||
int spriteWidth, spriteHeight;
|
||||
float mSpriteU[2], mSpriteV[2];
|
||||
FloatRect mSpriteRect;
|
||||
uint8_t mTrimResult;
|
||||
|
||||
float GetSpriteUL() const { return mSpriteU[0]; }
|
||||
float GetSpriteVT() const { return mSpriteV[0]; }
|
||||
float GetSpriteUR() const { return mSpriteU[1]; }
|
||||
float GetSpriteVB() const { return mSpriteV[1]; }
|
||||
|
||||
const FloatRect &GetSpriteRect() const
|
||||
{
|
||||
return mSpriteRect;
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
struct MaterialLayers
|
||||
{
|
||||
float Glossiness;
|
||||
float SpecularLevel;
|
||||
FGameTexture* Brightmap;
|
||||
FGameTexture* Normal;
|
||||
FGameTexture* Specular;
|
||||
FGameTexture* Metallic;
|
||||
FGameTexture* Roughness;
|
||||
FGameTexture* AmbientOcclusion;
|
||||
FGameTexture* CustomShaderTextures[MAX_CUSTOM_HW_SHADER_TEXTURES];
|
||||
};
|
||||
|
||||
enum EGameTexFlags
|
||||
{
|
||||
GTexf_NoDecals = 1, // Decals should not stick to texture
|
||||
GTexf_WorldPanning = 2, // Texture is panned in world units rather than texels
|
||||
GTexf_FullNameTexture = 4, // Name is taken from the file system.
|
||||
GTexf_Glowing = 8, // Texture emits a glow
|
||||
GTexf_AutoGlowing = 16, // Glow info is determined from texture image.
|
||||
GTexf_RenderFullbright = 32, // always draw fullbright
|
||||
GTexf_DisableFullbrightSprites = 64, // This texture will not be displayed as fullbright sprite
|
||||
GTexf_BrightmapChecked = 128, // Check for a colormap-based brightmap was already done.
|
||||
};
|
||||
|
||||
// Refactoring helper to allow piece by piece adjustment of the API
|
||||
class FGameTexture
|
||||
{
|
||||
friend class FMaterial;
|
||||
|
||||
// Material layers. These are shared so reference counting is used.
|
||||
RefCountedPtr<FTexture> Base;
|
||||
RefCountedPtr<FTexture> Brightmap;
|
||||
RefCountedPtr<FTexture> Detailmap;
|
||||
RefCountedPtr<FTexture> Glowmap;
|
||||
RefCountedPtr<FTexture> Normal; // Normal map texture
|
||||
RefCountedPtr<FTexture> Specular; // Specular light texture for the diffuse+normal+specular light model
|
||||
RefCountedPtr<FTexture> Metallic; // Metalness texture for the physically based rendering (PBR) light model
|
||||
RefCountedPtr<FTexture> Roughness; // Roughness texture for PBR
|
||||
RefCountedPtr<FTexture> AmbientOcclusion; // Ambient occlusion texture for PBR
|
||||
RefCountedPtr<FTexture> CustomShaderTextures[MAX_CUSTOM_HW_SHADER_TEXTURES]; // Custom texture maps for custom hardware shaders
|
||||
|
||||
FString Name;
|
||||
FTextureID id;
|
||||
|
||||
uint16_t TexelWidth, TexelHeight;
|
||||
int16_t LeftOffset[2], TopOffset[2];
|
||||
float DisplayWidth, DisplayHeight;
|
||||
float ScaleX, ScaleY;
|
||||
|
||||
int8_t shouldUpscaleFlag = 0; // Without explicit setup, scaling is disabled for a texture.
|
||||
ETextureType UseType = ETextureType::Wall; // This texture's primary purpose
|
||||
SpritePositioningInfo* spi = nullptr;
|
||||
|
||||
ISoftwareTexture* SoftwareTexture = nullptr;
|
||||
FMaterial* Material[4] = { };
|
||||
|
||||
// Material properties
|
||||
float Glossiness = 10.f;
|
||||
float SpecularLevel = 0.1f;
|
||||
float shaderspeed = 1.f;
|
||||
int shaderindex = 0;
|
||||
|
||||
int flags = 0;
|
||||
uint8_t warped = 0, expandSprite = -1;
|
||||
uint16_t GlowHeight;
|
||||
PalEntry GlowColor = 0;
|
||||
|
||||
int16_t SkyOffset = 0;
|
||||
uint16_t Rotations = 0xffff;
|
||||
|
||||
|
||||
public:
|
||||
FGameTexture(FTexture* wrap, const char *name);
|
||||
~FGameTexture();
|
||||
void Setup(FTexture* wrap);
|
||||
FTextureID GetID() const { return id; }
|
||||
void SetID(FTextureID newid) { id = newid; } // should only be called by the texture manager
|
||||
const FString& GetName() const { return Name; }
|
||||
void SetName(const char* name) { Name = name; } // should only be called by setup code.
|
||||
|
||||
float GetScaleX() { return ScaleX; }
|
||||
float GetScaleY() { return ScaleY; }
|
||||
float GetDisplayWidth() const { return DisplayWidth; }
|
||||
float GetDisplayHeight() const { return DisplayHeight; }
|
||||
int GetTexelWidth() const { return TexelWidth; }
|
||||
int GetTexelHeight() const { return TexelHeight; }
|
||||
|
||||
void CreateDefaultBrightmap();
|
||||
void AddAutoMaterials();
|
||||
bool ShouldExpandSprite();
|
||||
void SetupSpriteData();
|
||||
void SetSpriteRect();
|
||||
|
||||
ETextureType GetUseType() const { return UseType; }
|
||||
void SetUpscaleFlag(int what) { shouldUpscaleFlag = what; }
|
||||
int GetUpscaleFlag() { return shouldUpscaleFlag; }
|
||||
|
||||
FTexture* GetTexture() { return Base.get(); }
|
||||
int GetSourceLump() const { return Base->GetSourceLump(); }
|
||||
void SetBrightmap(FGameTexture* tex) { Brightmap = tex->GetTexture(); }
|
||||
|
||||
int GetTexelLeftOffset(int adjusted = 0) const { return LeftOffset[adjusted]; }
|
||||
int GetTexelTopOffset(int adjusted = 0) const { return TopOffset[adjusted]; }
|
||||
float GetDisplayLeftOffset(int adjusted = 0) const { return LeftOffset[adjusted] / ScaleX; }
|
||||
float GetDisplayTopOffset(int adjusted = 0) const { return TopOffset[adjusted] / ScaleY; }
|
||||
|
||||
bool isMiscPatch() const { return GetUseType() == ETextureType::MiscPatch; } // only used by the intermission screen to decide whether to tile the background image or not.
|
||||
bool isFullbrightDisabled() const { return !!(flags & GTexf_DisableFullbrightSprites); }
|
||||
bool isFullbright() const { return !!(flags & GTexf_RenderFullbright); }
|
||||
bool isFullNameTexture() const { return !!(flags & GTexf_FullNameTexture); }
|
||||
bool expandSprites() const { return !!expandSprite; }
|
||||
bool useWorldPanning() const { return !!(flags & GTexf_WorldPanning); }
|
||||
void SetWorldPanning(bool on) { if (on) flags |= GTexf_WorldPanning; else flags &= ~GTexf_WorldPanning; }
|
||||
bool allowNoDecals() const { return !!(flags & GTexf_NoDecals); }
|
||||
void SetNoDecals(bool on) { if (on) flags |= GTexf_NoDecals; else flags &= ~GTexf_NoDecals; }
|
||||
|
||||
bool isValid() const { return UseType != ETextureType::Null; }
|
||||
int isWarped() { return warped; }
|
||||
void SetWarpStyle(int style) { warped = style; }
|
||||
bool isMasked() { return Base->Masked; }
|
||||
bool isHardwareCanvas() const { return Base->isHardwareCanvas(); } // There's two here so that this can deal with software canvases in the hardware renderer later.
|
||||
bool isSoftwareCanvas() const { return Base->isCanvas(); }
|
||||
|
||||
void SetTranslucent(bool on) { Base->bTranslucent = on; }
|
||||
void SetUseType(ETextureType type) { UseType = type; }
|
||||
int GetRotations() const { return Rotations; }
|
||||
void SetRotations(int rot) { Rotations = int16_t(rot); }
|
||||
void SetSkyOffset(int offs) { SkyOffset = offs; }
|
||||
int GetSkyOffset() const { return SkyOffset; }
|
||||
|
||||
ISoftwareTexture* GetSoftwareTexture()
|
||||
{
|
||||
return SoftwareTexture;
|
||||
}
|
||||
void SetSoftwareTexture(ISoftwareTexture* swtex)
|
||||
{
|
||||
SoftwareTexture = swtex;
|
||||
}
|
||||
|
||||
FMaterial* GetMaterial(int num)
|
||||
{
|
||||
return Material[num];
|
||||
}
|
||||
|
||||
int GetShaderIndex() const { return shaderindex; }
|
||||
float GetShaderSpeed() const { return shaderspeed; }
|
||||
void SetShaderSpeed(float speed) { shaderspeed = speed; }
|
||||
void SetShaderIndex(int index) { shaderindex = index; }
|
||||
void SetShaderLayers(MaterialLayers& lay)
|
||||
{
|
||||
// Only update layers that have something defind.
|
||||
if (lay.Glossiness > -1000) Glossiness = lay.Glossiness;
|
||||
if (lay.SpecularLevel > -1000) SpecularLevel = lay.SpecularLevel;
|
||||
if (lay.Brightmap) Brightmap = lay.Brightmap->GetTexture();
|
||||
if (lay.Normal) Normal = lay.Normal->GetTexture();
|
||||
if (lay.Specular) Specular = lay.Specular->GetTexture();
|
||||
if (lay.Metallic) Metallic = lay.Metallic->GetTexture();
|
||||
if (lay.Roughness) Roughness = lay.Roughness->GetTexture();
|
||||
if (lay.AmbientOcclusion) AmbientOcclusion = lay.AmbientOcclusion->GetTexture();
|
||||
for (int i = 0; i < MAX_CUSTOM_HW_SHADER_TEXTURES; i++)
|
||||
{
|
||||
if (lay.CustomShaderTextures[i]) CustomShaderTextures[i] = lay.CustomShaderTextures[i]->GetTexture();
|
||||
}
|
||||
}
|
||||
float GetGlossiness() const { return Glossiness; }
|
||||
float GetSpecularLevel() const { return SpecularLevel; }
|
||||
|
||||
void CopySize(FGameTexture* BaseTexture)
|
||||
{
|
||||
Base->CopySize(BaseTexture->Base.get());
|
||||
}
|
||||
|
||||
// Glowing is a pure material property that should not filter down to the actual texture objects.
|
||||
void GetGlowColor(float* data);
|
||||
bool isGlowing() const { return !!(flags & GTexf_Glowing); }
|
||||
bool isAutoGlowing() const { return !!(flags & GTexf_AutoGlowing); }
|
||||
int GetGlowHeight() const { return GlowHeight; }
|
||||
void SetAutoGlowing() { flags |= (GTexf_AutoGlowing | GTexf_Glowing | GTexf_RenderFullbright); }
|
||||
void SetGlowHeight(int v) { GlowHeight = v; }
|
||||
void SetFullbright() { flags |= GTexf_RenderFullbright; }
|
||||
void SetDisableFullbright(bool on) { if (on) flags |= GTexf_DisableFullbrightSprites; else flags &= ~GTexf_DisableFullbrightSprites; }
|
||||
void SetGlowing(PalEntry color) { flags = (flags & ~GTexf_AutoGlowing) | GTexf_Glowing; GlowColor = color; }
|
||||
|
||||
bool isUserContent() const;
|
||||
int CheckRealHeight() { return xs_RoundToInt(Base->CheckRealHeight() / ScaleY); }
|
||||
void SetSize(int x, int y)
|
||||
{
|
||||
TexelWidth = x;
|
||||
TexelHeight = y;
|
||||
SetDisplaySize(float(x), float(y));
|
||||
}
|
||||
void SetDisplaySize(float w, float h)
|
||||
{
|
||||
DisplayWidth = w;
|
||||
DisplayHeight = h;
|
||||
ScaleX = TexelWidth / w;
|
||||
ScaleY = TexelHeight / h;
|
||||
|
||||
// compensate for roundoff errors
|
||||
if (int(ScaleX * w) != TexelWidth) ScaleX += (1 / 65536.);
|
||||
if (int(ScaleY * h) != TexelHeight) ScaleY += (1 / 65536.);
|
||||
|
||||
}
|
||||
void SetOffsets(int which, int x, int y)
|
||||
{
|
||||
LeftOffset[which] = x;
|
||||
TopOffset[which] = y;
|
||||
}
|
||||
void SetScale(float x, float y)
|
||||
{
|
||||
ScaleX = x;
|
||||
ScaleY = y;
|
||||
DisplayWidth = x * TexelWidth;
|
||||
DisplayHeight = y * TexelHeight;
|
||||
}
|
||||
|
||||
const SpritePositioningInfo& GetSpritePositioning(int which) { if (spi == nullptr) SetupSpriteData(); return spi[which]; }
|
||||
int GetAreas(FloatRect** pAreas) const;
|
||||
|
||||
bool GetTranslucency()
|
||||
{
|
||||
return Base->GetTranslucency();
|
||||
}
|
||||
|
||||
int GetClampMode(int clampmode)
|
||||
{
|
||||
if (GetUseType() == ETextureType::SWCanvas) clampmode = CLAMP_NOFILTER;
|
||||
else if (isHardwareCanvas()) clampmode = CLAMP_CAMTEX;
|
||||
else if ((isWarped() || shaderindex >= FIRST_USER_SHADER) && clampmode <= CLAMP_XY) clampmode = CLAMP_NONE;
|
||||
return clampmode;
|
||||
}
|
||||
|
||||
void CleanHardwareData(bool full = true);
|
||||
|
||||
};
|
||||
|
||||
inline FGameTexture* MakeGameTexture(FTexture* tex, const char *name, ETextureType useType)
|
||||
{
|
||||
if (!tex) return nullptr;
|
||||
auto t = new FGameTexture(tex, name);
|
||||
t->SetUseType(useType);
|
||||
return t;
|
||||
}
|
||||
|
||||
enum EUpscaleFlags
|
||||
{
|
||||
UF_None = 0,
|
||||
UF_Texture = 1,
|
||||
UF_Sprite = 2,
|
||||
UF_Font = 4
|
||||
};
|
||||
|
||||
extern int upscalemask;
|
||||
void UpdateUpscaleMask();
|
||||
|
||||
int calcShouldUpscale(FGameTexture* tex);
|
||||
inline int shouldUpscale(FGameTexture* tex, EUpscaleFlags UseType)
|
||||
{
|
||||
// This only checks the global scale mask and the texture's validation for upscaling. Everything else has been done up front elsewhere.
|
||||
if (!(upscalemask & UseType)) return 0;
|
||||
return tex->GetUpscaleFlag();
|
||||
}
|
||||
|
||||
struct FTexCoordInfo
|
||||
{
|
||||
int mRenderWidth;
|
||||
int mRenderHeight;
|
||||
int mWidth;
|
||||
FVector2 mScale;
|
||||
FVector2 mTempScale;
|
||||
bool mWorldPanning;
|
||||
|
||||
float FloatToTexU(float v) const { return v / mRenderWidth; }
|
||||
float FloatToTexV(float v) const { return v / mRenderHeight; }
|
||||
float RowOffset(float ofs) const;
|
||||
float TextureOffset(float ofs) const;
|
||||
float TextureAdjustWidth() const;
|
||||
void GetFromTexture(FGameTexture* tex, float x, float y, bool forceworldpanning);
|
||||
};
|
|
@ -49,15 +49,9 @@
|
|||
#include "texturemanager.h"
|
||||
#include "c_cvars.h"
|
||||
|
||||
EXTERN_CVAR(Int, gl_texture_hqresize_targets)
|
||||
|
||||
// Wrappers to keep the definitions of these classes out of here.
|
||||
void DeleteMaterial(FMaterial* mat);
|
||||
IHardwareTexture* CreateHardwareTexture();
|
||||
|
||||
|
||||
FTexture *CreateBrightmapTexture(FImageSource*);
|
||||
|
||||
// Make sprite offset adjustment user-configurable per renderer.
|
||||
int r_spriteadjustSW, r_spriteadjustHW;
|
||||
|
||||
|
@ -67,27 +61,6 @@ int r_spriteadjustSW, r_spriteadjustHW;
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
|
||||
// Examines the lump contents to decide what type of texture to create,
|
||||
// and creates the texture.
|
||||
FTexture * FTexture::CreateTexture(int lumpnum, bool allowflats)
|
||||
{
|
||||
if (lumpnum == -1) return nullptr;
|
||||
|
||||
auto image = FImageSource::GetImage(lumpnum, allowflats);
|
||||
if (image != nullptr)
|
||||
{
|
||||
return new FImageTexture(image);
|
||||
}
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
FTexture::FTexture (int lumpnum)
|
||||
: SourceLump(lumpnum), bHasCanvas(false)
|
||||
{
|
||||
|
@ -136,139 +109,6 @@ int FTexture::CheckRealHeight()
|
|||
return 0;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Search auto paths for extra material textures
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void FGameTexture::AddAutoMaterials()
|
||||
{
|
||||
struct AutoTextureSearchPath
|
||||
{
|
||||
const char *path;
|
||||
RefCountedPtr<FTexture> FGameTexture::*pointer;
|
||||
};
|
||||
|
||||
static AutoTextureSearchPath autosearchpaths[] =
|
||||
{
|
||||
{ "brightmaps/", &FGameTexture::Brightmap }, // For backwards compatibility, only for short names
|
||||
{ "materials/brightmaps/", &FGameTexture::Brightmap },
|
||||
{ "materials/normalmaps/", &FGameTexture::Normal },
|
||||
{ "materials/specular/", &FGameTexture::Specular },
|
||||
{ "materials/metallic/", &FGameTexture::Metallic },
|
||||
{ "materials/roughness/", &FGameTexture::Roughness },
|
||||
{ "materials/ao/", &FGameTexture::AmbientOcclusion }
|
||||
};
|
||||
|
||||
|
||||
bool fullname = !!(flags & GTexf_FullNameTexture);
|
||||
FString searchname = GetName();
|
||||
|
||||
if (fullname)
|
||||
{
|
||||
auto dot = searchname.LastIndexOf('.');
|
||||
auto slash = searchname.LastIndexOf('/');
|
||||
if (dot > slash) searchname.Truncate(dot);
|
||||
}
|
||||
|
||||
for (size_t i = 0; i < countof(autosearchpaths); i++)
|
||||
{
|
||||
auto &layer = autosearchpaths[i];
|
||||
if (this->*(layer.pointer) == nullptr) // only if no explicit assignment had been done.
|
||||
{
|
||||
FStringf lookup("%s%s%s", layer.path, fullname ? "" : "auto/", searchname.GetChars());
|
||||
auto lump = fileSystem.CheckNumForFullName(lookup, false, ns_global, true);
|
||||
if (lump != -1)
|
||||
{
|
||||
auto bmtex = TexMan.FindGameTexture(fileSystem.GetFileFullName(lump), ETextureType::Any, FTextureManager::TEXMAN_TryAny);
|
||||
if (bmtex != nullptr)
|
||||
{
|
||||
this->*(layer.pointer) = bmtex->GetTexture();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// Checks if the texture has a default brightmap and creates it if so
|
||||
//
|
||||
//===========================================================================
|
||||
void FGameTexture::CreateDefaultBrightmap()
|
||||
{
|
||||
auto tex = GetTexture();
|
||||
if (flags & GTexf_BrightmapChecked)
|
||||
{
|
||||
flags |= GTexf_BrightmapChecked;
|
||||
// Check for brightmaps
|
||||
if (tex->GetImage() && tex->GetImage()->UseGamePalette() && GPalette.HasGlobalBrightmap &&
|
||||
GetUseType() != ETextureType::Decal && GetUseType() != ETextureType::MiscPatch && GetUseType() != ETextureType::FontChar &&
|
||||
Brightmap == nullptr)
|
||||
{
|
||||
// May have one - let's check when we use this texture
|
||||
auto texbuf = tex->Get8BitPixels(false);
|
||||
const int white = ColorMatcher.Pick(255, 255, 255);
|
||||
|
||||
int size = tex->GetWidth() * tex->GetHeight();
|
||||
for (int i = 0; i<size; i++)
|
||||
{
|
||||
if (GPalette.GlobalBrightmap.Remap[texbuf[i]] == white)
|
||||
{
|
||||
// Create a brightmap
|
||||
DPrintf(DMSG_NOTIFY, "brightmap created for texture '%s'\n", GetName().GetChars());
|
||||
Brightmap = CreateBrightmapTexture(tex->GetImage());
|
||||
return;
|
||||
}
|
||||
}
|
||||
// No bright pixels found
|
||||
DPrintf(DMSG_SPAMMY, "No bright pixels found in texture '%s'\n", GetName().GetChars());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Calculates glow color for a texture
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void FGameTexture::GetGlowColor(float *data)
|
||||
{
|
||||
if (isGlowing() && GlowColor == 0)
|
||||
{
|
||||
auto buffer = Base->GetBgraBitmap(nullptr);
|
||||
GlowColor = averageColor((uint32_t*)buffer.GetPixels(), buffer.GetWidth() * buffer.GetHeight(), 153);
|
||||
|
||||
// Black glow equals nothing so switch glowing off
|
||||
if (GlowColor == 0) flags &= ~GTexf_Glowing;
|
||||
}
|
||||
data[0] = GlowColor.r * (1/255.0f);
|
||||
data[1] = GlowColor.g * (1/255.0f);
|
||||
data[2] = GlowColor.b * (1/255.0f);
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
int FGameTexture::GetAreas(FloatRect** pAreas) const
|
||||
{
|
||||
if (shaderindex == SHADER_Default) // texture splitting can only be done if there's no attached effects
|
||||
{
|
||||
*pAreas = Base->areas;
|
||||
return Base->areacount;
|
||||
}
|
||||
else
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// Finds gaps in the texture which can be skipped by the renderer
|
||||
|
@ -576,37 +416,6 @@ TArray<uint8_t> FTexture::Get8BitPixels(bool alphatex)
|
|||
return Pixels;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// Checks if a sprite may be expanded with an empty frame
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
bool FGameTexture::ShouldExpandSprite()
|
||||
{
|
||||
if (expandSprite != -1) return expandSprite;
|
||||
// Only applicable to image textures with no shader effect.
|
||||
if (GetShaderIndex() != SHADER_Default || !dynamic_cast<FImageTexture*>(Base.get()))
|
||||
{
|
||||
expandSprite = false;
|
||||
return false;
|
||||
}
|
||||
if (Brightmap != NULL && (Base->GetWidth() != Brightmap->GetWidth() || Base->GetHeight() != Brightmap->GetHeight()))
|
||||
{
|
||||
// do not expand if the brightmap's physical size differs from the base.
|
||||
expandSprite = false;
|
||||
return false;
|
||||
}
|
||||
if (Glowmap != NULL && (Base->GetWidth() != Glowmap->GetWidth() || Base->GetHeight() != Glowmap->GetHeight()))
|
||||
{
|
||||
// same restriction for the glow map
|
||||
expandSprite = false;
|
||||
return false;
|
||||
}
|
||||
expandSprite = true;
|
||||
return true;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// Finds empty space around the texture.
|
||||
|
@ -697,101 +506,6 @@ outl:
|
|||
return true;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// Sets up the sprite positioning data for this texture
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
void FGameTexture::SetupSpriteData()
|
||||
{
|
||||
// Since this is only needed for real sprites it gets allocated on demand.
|
||||
// It also allocates from the image memory arena because it has the same lifetime and to reduce maintenance.
|
||||
if (spi == nullptr) spi = (SpritePositioningInfo*)ImageArena.Alloc(2 * sizeof(SpritePositioningInfo));
|
||||
for (int i = 0; i < 2; i++)
|
||||
{
|
||||
auto& spi = this->spi[i];
|
||||
spi.mSpriteU[0] = spi.mSpriteV[0] = 0.f;
|
||||
spi.mSpriteU[1] = spi.mSpriteV[1] = 1.f;
|
||||
spi.spriteWidth = GetTexelWidth();
|
||||
spi.spriteHeight = GetTexelHeight();
|
||||
|
||||
if (i == 1 && ShouldExpandSprite())
|
||||
{
|
||||
spi.mTrimResult = Base->TrimBorders(spi.trim); // get the trim size before adding the empty frame
|
||||
spi.spriteWidth += 2;
|
||||
spi.spriteHeight += 2;
|
||||
}
|
||||
}
|
||||
SetSpriteRect();
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// Set the sprite rectangle. This is separate because it may be called by a CVAR, too.
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
void FGameTexture::SetSpriteRect()
|
||||
{
|
||||
|
||||
if (!spi) return;
|
||||
auto leftOffset = GetTexelLeftOffset(r_spriteadjustHW);
|
||||
auto topOffset = GetTexelTopOffset(r_spriteadjustHW);
|
||||
|
||||
float fxScale = GetScaleX();
|
||||
float fyScale = GetScaleY();
|
||||
|
||||
for (int i = 0; i < 2; i++)
|
||||
{
|
||||
auto& spi = this->spi[i];
|
||||
|
||||
// mSpriteRect is for positioning the sprite in the scene.
|
||||
spi.mSpriteRect.left = -leftOffset / fxScale;
|
||||
spi.mSpriteRect.top = -topOffset / fyScale;
|
||||
spi.mSpriteRect.width = spi.spriteWidth / fxScale;
|
||||
spi.mSpriteRect.height = spi.spriteHeight / fyScale;
|
||||
|
||||
if (i == 1 && ShouldExpandSprite())
|
||||
{
|
||||
// a little adjustment to make sprites look better with texture filtering:
|
||||
// create a 1 pixel wide empty frame around them.
|
||||
|
||||
int oldwidth = spi.spriteWidth - 2;
|
||||
int oldheight = spi.spriteHeight - 2;
|
||||
|
||||
leftOffset += 1;
|
||||
topOffset += 1;
|
||||
|
||||
// Reposition the sprite with the frame considered
|
||||
spi.mSpriteRect.left = -(float)leftOffset / fxScale;
|
||||
spi.mSpriteRect.top = -(float)topOffset / fyScale;
|
||||
spi.mSpriteRect.width = (float)spi.spriteWidth / fxScale;
|
||||
spi.mSpriteRect.height = (float)spi.spriteHeight / fyScale;
|
||||
|
||||
if (spi.mTrimResult > 0)
|
||||
{
|
||||
spi.mSpriteRect.left += (float)spi.trim[0] / fxScale;
|
||||
spi.mSpriteRect.top += (float)spi.trim[1] / fyScale;
|
||||
|
||||
spi.mSpriteRect.width -= float(oldwidth - spi.trim[2]) / fxScale;
|
||||
spi.mSpriteRect.height -= float(oldheight - spi.trim[3]) / fyScale;
|
||||
|
||||
spi.mSpriteU[0] = (float)spi.trim[0] / (float)spi.spriteWidth;
|
||||
spi.mSpriteV[0] = (float)spi.trim[1] / (float)spi.spriteHeight;
|
||||
spi.mSpriteU[1] -= float(oldwidth - spi.trim[0] - spi.trim[2]) / (float)spi.spriteWidth;
|
||||
spi.mSpriteV[1] -= float(oldheight - spi.trim[1] - spi.trim[3]) / (float)spi.spriteHeight;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void FGameTexture::CleanHardwareData(bool full)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// Create a hardware texture for this texture image.
|
||||
|
@ -813,104 +527,6 @@ IHardwareTexture* FTexture::GetHardwareTexture(int translation, int scaleflags)
|
|||
return nullptr;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// Coordinate helper.
|
||||
// The only reason this is even needed is that many years ago someone
|
||||
// was convinced that having per-texel panning on walls was a good idea.
|
||||
// If it wasn't for this relatively useless feature the entire positioning
|
||||
// code for wall textures could be a lot simpler.
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
float FTexCoordInfo::RowOffset(float rowoffset) const
|
||||
{
|
||||
float scale = fabs(mScale.Y);
|
||||
if (scale == 1.f || mWorldPanning) return rowoffset;
|
||||
else return rowoffset / scale;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
float FTexCoordInfo::TextureOffset(float textureoffset) const
|
||||
{
|
||||
float scale = fabs(mScale.X);
|
||||
if (scale == 1.f || mWorldPanning) return textureoffset;
|
||||
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 (float)mRenderWidth;
|
||||
else return mWidth / fabs(tscale);
|
||||
}
|
||||
else return (float)mWidth;
|
||||
}
|
||||
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// Retrieve texture coordinate info for per-wall scaling
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
void FTexCoordInfo::GetFromTexture(FGameTexture *tex, float x, float y, bool forceworldpanning)
|
||||
{
|
||||
if (x == 1.f)
|
||||
{
|
||||
mRenderWidth = xs_RoundToInt(tex->GetDisplayWidth());
|
||||
mScale.X = tex->GetScaleX();
|
||||
mTempScale.X = 1.f;
|
||||
}
|
||||
else
|
||||
{
|
||||
float scale_x = x * tex->GetScaleX();
|
||||
mRenderWidth = xs_CeilToInt(tex->GetTexelWidth() / scale_x);
|
||||
mScale.X = scale_x;
|
||||
mTempScale.X = x;
|
||||
}
|
||||
|
||||
if (y == 1.f)
|
||||
{
|
||||
mRenderHeight = xs_RoundToInt(tex->GetDisplayHeight());
|
||||
mScale.Y = tex->GetScaleY();
|
||||
mTempScale.Y = 1.f;
|
||||
}
|
||||
else
|
||||
{
|
||||
float scale_y = y * tex->GetScaleY();
|
||||
mRenderHeight = xs_CeilToInt(tex->GetTexelHeight() / scale_y);
|
||||
mScale.Y = scale_y;
|
||||
mTempScale.Y = y;
|
||||
}
|
||||
if (tex->isHardwareCanvas())
|
||||
{
|
||||
mScale.Y = -mScale.Y;
|
||||
mRenderHeight = -mRenderHeight;
|
||||
}
|
||||
mWorldPanning = tex->useWorldPanning() || forceworldpanning;
|
||||
mWidth = tex->GetTexelWidth();
|
||||
}
|
||||
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
|
@ -930,76 +546,3 @@ FWrapperTexture::FWrapperTexture(int w, int h, int bits)
|
|||
}
|
||||
|
||||
|
||||
FGameTexture::FGameTexture(FTexture* wrap, const char* name) : Name(name)
|
||||
{
|
||||
if (wrap) Setup(wrap);
|
||||
}
|
||||
|
||||
void FGameTexture::Setup(FTexture *wrap)
|
||||
{
|
||||
Base = wrap;
|
||||
id.SetInvalid();
|
||||
TexelWidth = Base->GetWidth();
|
||||
DisplayWidth = (float)TexelWidth;
|
||||
TexelHeight = Base->GetHeight();
|
||||
DisplayHeight = (float)TexelHeight;
|
||||
auto img = Base->GetImage();
|
||||
if (img)
|
||||
{
|
||||
auto ofs = img->GetOffsets();
|
||||
LeftOffset[0] = LeftOffset[1] = ofs.first;
|
||||
TopOffset[0] = TopOffset[1] = ofs.second;
|
||||
}
|
||||
else
|
||||
{
|
||||
LeftOffset[0] = LeftOffset[1] =
|
||||
TopOffset[0] = TopOffset[1] = 0;
|
||||
|
||||
}
|
||||
ScaleX = ScaleY = 1.f;
|
||||
}
|
||||
|
||||
|
||||
FGameTexture::~FGameTexture()
|
||||
{
|
||||
FGameTexture* link = fileSystem.GetLinkedTexture(GetSourceLump());
|
||||
if (link == this) fileSystem.SetLinkedTexture(GetSourceLump(), nullptr);
|
||||
if (SoftwareTexture != nullptr)
|
||||
{
|
||||
delete SoftwareTexture;
|
||||
SoftwareTexture = nullptr;
|
||||
}
|
||||
for (auto &mat : Material)
|
||||
{
|
||||
if (mat != nullptr) DeleteMaterial(mat);
|
||||
mat = nullptr;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
bool FGameTexture::isUserContent() const
|
||||
{
|
||||
int filenum = fileSystem.GetFileContainer(Base->GetSourceLump());
|
||||
return (filenum > fileSystem.GetMaxIwadNum());
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
// Make sprite offset adjustment user-configurable per renderer.
|
||||
//
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
CUSTOM_CVAR(Int, r_spriteadjust, 2, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
|
||||
{
|
||||
r_spriteadjustHW = !!(self & 2);
|
||||
r_spriteadjustSW = !!(self & 1);
|
||||
for (int i = 0; i < TexMan.NumTextures(); i++)
|
||||
{
|
||||
auto tex = TexMan.GetGameTexture(FSetTextureID(i));
|
||||
if (tex->GetTexelLeftOffset(0) != tex->GetTexelLeftOffset(1) || tex->GetTexelTopOffset(0) != tex->GetTexelTopOffset(1))
|
||||
{
|
||||
tex->SetSpriteRect();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -126,6 +126,25 @@ void FTextureManager::FlushAll()
|
|||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Examines the lump contents to decide what type of texture to create,
|
||||
// and creates the texture.
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
static FTexture* CreateTextureFromLump(int lumpnum, bool allowflats = false)
|
||||
{
|
||||
if (lumpnum == -1) return nullptr;
|
||||
|
||||
auto image = FImageSource::GetImage(lumpnum, allowflats);
|
||||
if (image != nullptr)
|
||||
{
|
||||
return new FImageTexture(image);
|
||||
}
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// FTextureManager :: CheckForTexture
|
||||
|
@ -230,7 +249,7 @@ FTextureID FTextureManager::CheckForTexture (const char *name, ETextureType uset
|
|||
if (tex == NO_TEXTURE) return FTextureID(-1);
|
||||
if (tex != NULL) return tex->GetID();
|
||||
if (flags & TEXMAN_DontCreate) return FTextureID(-1); // we only want to check, there's no need to create a texture if we don't have one yet.
|
||||
tex = MakeGameTexture(FTexture::CreateTexture(lump), nullptr, ETextureType::Override);
|
||||
tex = MakeGameTexture(CreateTextureFromLump(lump), nullptr, ETextureType::Override);
|
||||
if (tex != NULL)
|
||||
{
|
||||
tex->AddAutoMaterials();
|
||||
|
@ -424,7 +443,7 @@ FTextureID FTextureManager::CreateTexture (int lumpnum, ETextureType usetype)
|
|||
{
|
||||
FString str;
|
||||
fileSystem.GetFileShortName(str, lumpnum);
|
||||
auto out = MakeGameTexture(FTexture::CreateTexture(lumpnum, usetype == ETextureType::Flat), str, usetype);
|
||||
auto out = MakeGameTexture(CreateTextureFromLump(lumpnum, usetype == ETextureType::Flat), str, usetype);
|
||||
|
||||
if (out != NULL)
|
||||
{
|
||||
|
@ -587,7 +606,7 @@ void FTextureManager::AddHiresTextures (int wadnum)
|
|||
if (amount == 0)
|
||||
{
|
||||
// A texture with this name does not yet exist
|
||||
auto newtex = MakeGameTexture(FTexture::CreateTexture(firsttx), Name, ETextureType::Override);
|
||||
auto newtex = MakeGameTexture(CreateTextureFromLump(firsttx), Name, ETextureType::Override);
|
||||
if (newtex != NULL)
|
||||
{
|
||||
AddGameTexture(newtex);
|
||||
|
@ -597,7 +616,7 @@ void FTextureManager::AddHiresTextures (int wadnum)
|
|||
{
|
||||
for(unsigned int i = 0; i < tlist.Size(); i++)
|
||||
{
|
||||
FTexture * newtex = FTexture::CreateTexture (firsttx);
|
||||
FTexture * newtex = CreateTextureFromLump(firsttx);
|
||||
if (newtex != NULL)
|
||||
{
|
||||
auto oldtex = Textures[tlist[i].GetIndex()].Texture;
|
||||
|
@ -695,7 +714,7 @@ void FTextureManager::ParseTextureDef(int lump, FMultipatchTextureBuilder &build
|
|||
(sl=oldtex->GetSourceLump()) >= 0 && fileSystem.GetFileNamespace(sl) == ns_sprites)
|
||||
)
|
||||
{
|
||||
FTexture * newtex = FTexture::CreateTexture (lumpnum);
|
||||
FTexture * newtex = CreateTextureFromLump(lumpnum);
|
||||
if (newtex != NULL)
|
||||
{
|
||||
// Replace the entire texture and adjust the scaling and offset factors.
|
||||
|
@ -733,7 +752,7 @@ void FTextureManager::ParseTextureDef(int lump, FMultipatchTextureBuilder &build
|
|||
|
||||
if (lumpnum>=0)
|
||||
{
|
||||
auto newtex = MakeGameTexture(FTexture::CreateTexture(lumpnum), src, ETextureType::Override);
|
||||
auto newtex = MakeGameTexture(CreateTextureFromLump(lumpnum), src, ETextureType::Override);
|
||||
|
||||
if (newtex != NULL)
|
||||
{
|
||||
|
@ -953,7 +972,7 @@ void FTextureManager::AddTexturesForWad(int wadnum, FMultipatchTextureBuilder &b
|
|||
|
||||
// Try to create a texture from this lump and add it.
|
||||
// Unfortunately we have to look at everything that comes through here...
|
||||
auto out = MakeGameTexture(FTexture::CreateTexture(i), Name, skin ? ETextureType::SkinGraphic : ETextureType::MiscPatch);
|
||||
auto out = MakeGameTexture(CreateTextureFromLump(i), Name, skin ? ETextureType::SkinGraphic : ETextureType::MiscPatch);
|
||||
|
||||
if (out != NULL)
|
||||
{
|
||||
|
|
|
@ -42,17 +42,26 @@
|
|||
#include "textureid.h"
|
||||
#include <vector>
|
||||
#include "hw_texcontainer.h"
|
||||
#include "floatrect.h"
|
||||
#include "refcounted.h"
|
||||
#include "xs_Float.h"
|
||||
|
||||
// 15 because 0th texture is our texture
|
||||
#define MAX_CUSTOM_HW_SHADER_TEXTURES 15
|
||||
|
||||
typedef TMap<int, bool> SpriteHits;
|
||||
class FImageSource;
|
||||
class FGameTexture;
|
||||
class IHardwareTexture;
|
||||
|
||||
|
||||
enum
|
||||
{
|
||||
CLAMP_NONE = 0,
|
||||
CLAMP_X = 1,
|
||||
CLAMP_Y = 2,
|
||||
CLAMP_XY = 3,
|
||||
CLAMP_XY_NOMIP = 4,
|
||||
CLAMP_NOFILTER = 5,
|
||||
CLAMP_CAMTEX = 6,
|
||||
};
|
||||
|
||||
enum MaterialShaderIndex
|
||||
{
|
||||
SHADER_Default,
|
||||
|
@ -101,27 +110,6 @@ struct UserShaderDesc
|
|||
|
||||
extern TArray<UserShaderDesc> usershaders;
|
||||
|
||||
|
||||
struct FloatRect
|
||||
{
|
||||
float left,top;
|
||||
float width,height;
|
||||
|
||||
|
||||
void Offset(float xofs,float yofs)
|
||||
{
|
||||
left+=xofs;
|
||||
top+=yofs;
|
||||
}
|
||||
void Scale(float xfac,float yfac)
|
||||
{
|
||||
left*=xfac;
|
||||
width*=xfac;
|
||||
top*=yfac;
|
||||
height*=yfac;
|
||||
}
|
||||
};
|
||||
|
||||
class FBitmap;
|
||||
struct FRemapTable;
|
||||
struct FCopyInfo;
|
||||
|
@ -216,26 +204,6 @@ struct FTextureBuffer
|
|||
|
||||
};
|
||||
|
||||
struct SpritePositioningInfo
|
||||
{
|
||||
uint16_t trim[4];
|
||||
int spriteWidth, spriteHeight;
|
||||
float mSpriteU[2], mSpriteV[2];
|
||||
FloatRect mSpriteRect;
|
||||
uint8_t mTrimResult;
|
||||
|
||||
float GetSpriteUL() const { return mSpriteU[0]; }
|
||||
float GetSpriteVT() const { return mSpriteV[0]; }
|
||||
float GetSpriteUR() const { return mSpriteU[1]; }
|
||||
float GetSpriteVB() const { return mSpriteV[1]; }
|
||||
|
||||
const FloatRect &GetSpriteRect() const
|
||||
{
|
||||
return mSpriteRect;
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
// Base texture class
|
||||
class FTexture : public RefCountedBase
|
||||
{
|
||||
|
@ -256,7 +224,6 @@ protected:
|
|||
public:
|
||||
|
||||
IHardwareTexture* GetHardwareTexture(int translation, int scaleflags);
|
||||
static FTexture *CreateTexture(int lumpnum, bool allowflats = false);
|
||||
virtual FImageSource *GetImage() const { return nullptr; }
|
||||
void CreateUpsampledTextureBuffer(FTextureBuffer &texbuffer, bool hasAlpha, bool checkonly);
|
||||
void CleanHardwareTextures();
|
||||
|
@ -387,299 +354,8 @@ public:
|
|||
|
||||
};
|
||||
|
||||
struct MaterialLayers
|
||||
{
|
||||
float Glossiness;
|
||||
float SpecularLevel;
|
||||
FGameTexture* Brightmap;
|
||||
FGameTexture* Normal;
|
||||
FGameTexture* Specular;
|
||||
FGameTexture* Metallic;
|
||||
FGameTexture* Roughness;
|
||||
FGameTexture* AmbientOcclusion;
|
||||
FGameTexture* CustomShaderTextures[MAX_CUSTOM_HW_SHADER_TEXTURES];
|
||||
};
|
||||
|
||||
struct FTexCoordInfo
|
||||
{
|
||||
int mRenderWidth;
|
||||
int mRenderHeight;
|
||||
int mWidth;
|
||||
FVector2 mScale;
|
||||
FVector2 mTempScale;
|
||||
bool mWorldPanning;
|
||||
|
||||
float FloatToTexU(float v) const { return v / mRenderWidth; }
|
||||
float FloatToTexV(float v) const { return v / mRenderHeight; }
|
||||
float RowOffset(float ofs) const;
|
||||
float TextureOffset(float ofs) const;
|
||||
float TextureAdjustWidth() const;
|
||||
void GetFromTexture(FGameTexture* tex, float x, float y, bool forceworldpanning);
|
||||
};
|
||||
|
||||
enum
|
||||
{
|
||||
CLAMP_NONE = 0,
|
||||
CLAMP_X = 1,
|
||||
CLAMP_Y = 2,
|
||||
CLAMP_XY = 3,
|
||||
CLAMP_XY_NOMIP = 4,
|
||||
CLAMP_NOFILTER = 5,
|
||||
CLAMP_CAMTEX = 6,
|
||||
};
|
||||
|
||||
|
||||
enum EGameTexFlags
|
||||
{
|
||||
GTexf_NoDecals = 1, // Decals should not stick to texture
|
||||
GTexf_WorldPanning = 2, // Texture is panned in world units rather than texels
|
||||
GTexf_FullNameTexture = 4, // Name is taken from the file system.
|
||||
GTexf_Glowing = 8, // Texture emits a glow
|
||||
GTexf_AutoGlowing = 16, // Glow info is determined from texture image.
|
||||
GTexf_RenderFullbright = 32, // always draw fullbright
|
||||
GTexf_DisableFullbrightSprites = 64, // This texture will not be displayed as fullbright sprite
|
||||
GTexf_BrightmapChecked = 128, // Check for a colormap-based brightmap was already done.
|
||||
};
|
||||
|
||||
// Refactoring helper to allow piece by piece adjustment of the API
|
||||
class FGameTexture
|
||||
{
|
||||
friend class FMaterial;
|
||||
|
||||
// Material layers. These are shared so reference counting is used.
|
||||
RefCountedPtr<FTexture> Base;
|
||||
RefCountedPtr<FTexture> Brightmap;
|
||||
RefCountedPtr<FTexture> Detailmap;
|
||||
RefCountedPtr<FTexture> Glowmap;
|
||||
RefCountedPtr<FTexture> Normal; // Normal map texture
|
||||
RefCountedPtr<FTexture> Specular; // Specular light texture for the diffuse+normal+specular light model
|
||||
RefCountedPtr<FTexture> Metallic; // Metalness texture for the physically based rendering (PBR) light model
|
||||
RefCountedPtr<FTexture> Roughness; // Roughness texture for PBR
|
||||
RefCountedPtr<FTexture> AmbientOcclusion; // Ambient occlusion texture for PBR
|
||||
RefCountedPtr<FTexture> CustomShaderTextures[MAX_CUSTOM_HW_SHADER_TEXTURES]; // Custom texture maps for custom hardware shaders
|
||||
|
||||
FString Name;
|
||||
FTextureID id;
|
||||
|
||||
uint16_t TexelWidth, TexelHeight;
|
||||
int16_t LeftOffset[2], TopOffset[2];
|
||||
float DisplayWidth, DisplayHeight;
|
||||
float ScaleX, ScaleY;
|
||||
|
||||
int8_t shouldUpscaleFlag = 0; // Without explicit setup, scaling is disabled for a texture.
|
||||
ETextureType UseType = ETextureType::Wall; // This texture's primary purpose
|
||||
SpritePositioningInfo* spi = nullptr;
|
||||
|
||||
ISoftwareTexture* SoftwareTexture = nullptr;
|
||||
FMaterial* Material[4] = { };
|
||||
|
||||
// Material properties
|
||||
float Glossiness = 10.f;
|
||||
float SpecularLevel = 0.1f;
|
||||
float shaderspeed = 1.f;
|
||||
int shaderindex = 0;
|
||||
|
||||
int flags = 0;
|
||||
uint8_t warped = 0, expandSprite = -1;
|
||||
uint16_t GlowHeight;
|
||||
PalEntry GlowColor = 0;
|
||||
|
||||
int16_t SkyOffset = 0;
|
||||
uint16_t Rotations = 0xffff;
|
||||
|
||||
|
||||
public:
|
||||
FGameTexture(FTexture* wrap, const char *name);
|
||||
~FGameTexture();
|
||||
void Setup(FTexture* wrap);
|
||||
FTextureID GetID() const { return id; }
|
||||
void SetID(FTextureID newid) { id = newid; } // should only be called by the texture manager
|
||||
const FString& GetName() const { return Name; }
|
||||
void SetName(const char* name) { Name = name; } // should only be called by setup code.
|
||||
|
||||
float GetScaleX() { return ScaleX; }
|
||||
float GetScaleY() { return ScaleY; }
|
||||
float GetDisplayWidth() const { return DisplayWidth; }
|
||||
float GetDisplayHeight() const { return DisplayHeight; }
|
||||
int GetTexelWidth() const { return TexelWidth; }
|
||||
int GetTexelHeight() const { return TexelHeight; }
|
||||
|
||||
void CreateDefaultBrightmap();
|
||||
void AddAutoMaterials();
|
||||
bool ShouldExpandSprite();
|
||||
void SetupSpriteData();
|
||||
void SetSpriteRect();
|
||||
|
||||
ETextureType GetUseType() const { return UseType; }
|
||||
void SetUpscaleFlag(int what) { shouldUpscaleFlag = what; }
|
||||
int GetUpscaleFlag() { return shouldUpscaleFlag; }
|
||||
|
||||
FTexture* GetTexture() { return Base.get(); }
|
||||
int GetSourceLump() const { return Base->GetSourceLump(); }
|
||||
void SetBrightmap(FGameTexture* tex) { Brightmap = tex->GetTexture(); }
|
||||
|
||||
int GetTexelLeftOffset(int adjusted = 0) const { return LeftOffset[adjusted]; }
|
||||
int GetTexelTopOffset(int adjusted = 0) const { return TopOffset[adjusted]; }
|
||||
float GetDisplayLeftOffset(int adjusted = 0) const { return LeftOffset[adjusted] / ScaleX; }
|
||||
float GetDisplayTopOffset(int adjusted = 0) const { return TopOffset[adjusted] / ScaleY; }
|
||||
|
||||
bool isMiscPatch() const { return GetUseType() == ETextureType::MiscPatch; } // only used by the intermission screen to decide whether to tile the background image or not.
|
||||
bool isFullbrightDisabled() const { return !!(flags & GTexf_DisableFullbrightSprites); }
|
||||
bool isFullbright() const { return !!(flags & GTexf_RenderFullbright); }
|
||||
bool isFullNameTexture() const { return !!(flags & GTexf_FullNameTexture); }
|
||||
bool expandSprites() const { return !!expandSprite; }
|
||||
bool useWorldPanning() const { return !!(flags & GTexf_WorldPanning); }
|
||||
void SetWorldPanning(bool on) { if (on) flags |= GTexf_WorldPanning; else flags &= ~GTexf_WorldPanning; }
|
||||
bool allowNoDecals() const { return !!(flags & GTexf_NoDecals); }
|
||||
void SetNoDecals(bool on) { if (on) flags |= GTexf_NoDecals; else flags &= ~GTexf_NoDecals; }
|
||||
|
||||
bool isValid() const { return UseType != ETextureType::Null; }
|
||||
int isWarped() { return warped; }
|
||||
void SetWarpStyle(int style) { warped = style; }
|
||||
bool isMasked() { return Base->Masked; }
|
||||
bool isHardwareCanvas() const { return Base->isHardwareCanvas(); } // There's two here so that this can deal with software canvases in the hardware renderer later.
|
||||
bool isSoftwareCanvas() const { return Base->isCanvas(); }
|
||||
|
||||
void SetTranslucent(bool on) { Base->bTranslucent = on; }
|
||||
void SetUseType(ETextureType type) { UseType = type; }
|
||||
int GetRotations() const { return Rotations; }
|
||||
void SetRotations(int rot) { Rotations = int16_t(rot); }
|
||||
void SetSkyOffset(int offs) { SkyOffset = offs; }
|
||||
int GetSkyOffset() const { return SkyOffset; }
|
||||
|
||||
ISoftwareTexture* GetSoftwareTexture()
|
||||
{
|
||||
return SoftwareTexture;
|
||||
}
|
||||
void SetSoftwareTexture(ISoftwareTexture* swtex)
|
||||
{
|
||||
SoftwareTexture = swtex;
|
||||
}
|
||||
|
||||
FMaterial* GetMaterial(int num)
|
||||
{
|
||||
return Material[num];
|
||||
}
|
||||
|
||||
int GetShaderIndex() const { return shaderindex; }
|
||||
float GetShaderSpeed() const { return shaderspeed; }
|
||||
void SetShaderSpeed(float speed) { shaderspeed = speed; }
|
||||
void SetShaderIndex(int index) { shaderindex = index; }
|
||||
void SetShaderLayers(MaterialLayers& lay)
|
||||
{
|
||||
// Only update layers that have something defind.
|
||||
if (lay.Glossiness > -1000) Glossiness = lay.Glossiness;
|
||||
if (lay.SpecularLevel > -1000) SpecularLevel = lay.SpecularLevel;
|
||||
if (lay.Brightmap) Brightmap = lay.Brightmap->GetTexture();
|
||||
if (lay.Normal) Normal = lay.Normal->GetTexture();
|
||||
if (lay.Specular) Specular = lay.Specular->GetTexture();
|
||||
if (lay.Metallic) Metallic = lay.Metallic->GetTexture();
|
||||
if (lay.Roughness) Roughness = lay.Roughness->GetTexture();
|
||||
if (lay.AmbientOcclusion) AmbientOcclusion = lay.AmbientOcclusion->GetTexture();
|
||||
for (int i = 0; i < MAX_CUSTOM_HW_SHADER_TEXTURES; i++)
|
||||
{
|
||||
if (lay.CustomShaderTextures[i]) CustomShaderTextures[i] = lay.CustomShaderTextures[i]->GetTexture();
|
||||
}
|
||||
}
|
||||
float GetGlossiness() const { return Glossiness; }
|
||||
float GetSpecularLevel() const { return SpecularLevel; }
|
||||
|
||||
void CopySize(FGameTexture* BaseTexture)
|
||||
{
|
||||
Base->CopySize(BaseTexture->Base.get());
|
||||
}
|
||||
|
||||
// Glowing is a pure material property that should not filter down to the actual texture objects.
|
||||
void GetGlowColor(float* data);
|
||||
bool isGlowing() const { return !!(flags & GTexf_Glowing); }
|
||||
bool isAutoGlowing() const { return !!(flags & GTexf_AutoGlowing); }
|
||||
int GetGlowHeight() const { return GlowHeight; }
|
||||
void SetAutoGlowing() { flags |= (GTexf_AutoGlowing | GTexf_Glowing | GTexf_RenderFullbright); }
|
||||
void SetGlowHeight(int v) { GlowHeight = v; }
|
||||
void SetFullbright() { flags |= GTexf_RenderFullbright; }
|
||||
void SetDisableFullbright(bool on) { if (on) flags |= GTexf_DisableFullbrightSprites; else flags &= ~GTexf_DisableFullbrightSprites; }
|
||||
void SetGlowing(PalEntry color) { flags = (flags & ~GTexf_AutoGlowing) | GTexf_Glowing; GlowColor = color; }
|
||||
|
||||
bool isUserContent() const;
|
||||
int CheckRealHeight() { return xs_RoundToInt(Base->CheckRealHeight() / ScaleY); }
|
||||
void SetSize(int x, int y)
|
||||
{
|
||||
TexelWidth = x;
|
||||
TexelHeight = y;
|
||||
SetDisplaySize(float(x), float(y));
|
||||
}
|
||||
void SetDisplaySize(float w, float h)
|
||||
{
|
||||
DisplayWidth = w;
|
||||
DisplayHeight = h;
|
||||
ScaleX = TexelWidth / w;
|
||||
ScaleY = TexelHeight / h;
|
||||
|
||||
// compensate for roundoff errors
|
||||
if (int(ScaleX * w) != TexelWidth) ScaleX += (1 / 65536.);
|
||||
if (int(ScaleY * h) != TexelHeight) ScaleY += (1 / 65536.);
|
||||
|
||||
}
|
||||
void SetOffsets(int which, int x, int y)
|
||||
{
|
||||
LeftOffset[which] = x;
|
||||
TopOffset[which] = y;
|
||||
}
|
||||
void SetScale(float x, float y)
|
||||
{
|
||||
ScaleX = x;
|
||||
ScaleY = y;
|
||||
DisplayWidth = x * TexelWidth;
|
||||
DisplayHeight = y * TexelHeight;
|
||||
}
|
||||
|
||||
const SpritePositioningInfo& GetSpritePositioning(int which) { if (spi == nullptr) SetupSpriteData(); return spi[which]; }
|
||||
int GetAreas(FloatRect** pAreas) const;
|
||||
|
||||
bool GetTranslucency()
|
||||
{
|
||||
return Base->GetTranslucency();
|
||||
}
|
||||
|
||||
int GetClampMode(int clampmode)
|
||||
{
|
||||
if (GetUseType() == ETextureType::SWCanvas) clampmode = CLAMP_NOFILTER;
|
||||
else if (isHardwareCanvas()) clampmode = CLAMP_CAMTEX;
|
||||
else if ((isWarped() || shaderindex >= FIRST_USER_SHADER) && clampmode <= CLAMP_XY) clampmode = CLAMP_NONE;
|
||||
return clampmode;
|
||||
}
|
||||
|
||||
void CleanHardwareData(bool full = true);
|
||||
|
||||
};
|
||||
|
||||
inline FGameTexture* MakeGameTexture(FTexture* tex, const char *name, ETextureType useType)
|
||||
{
|
||||
if (!tex) return nullptr;
|
||||
auto t = new FGameTexture(tex, name);
|
||||
t->SetUseType(useType);
|
||||
return t;
|
||||
}
|
||||
|
||||
enum EUpscaleFlags
|
||||
{
|
||||
UF_None = 0,
|
||||
UF_Texture = 1,
|
||||
UF_Sprite = 2,
|
||||
UF_Font = 4
|
||||
};
|
||||
|
||||
extern int upscalemask;
|
||||
void UpdateUpscaleMask();
|
||||
|
||||
int calcShouldUpscale(FGameTexture* tex);
|
||||
inline int shouldUpscale(FGameTexture* tex, EUpscaleFlags UseType)
|
||||
{
|
||||
// This only checks the global scale mask and the texture's validation for upscaling. Everything else has been done up front elsewhere.
|
||||
if (!(upscalemask & UseType)) return 0;
|
||||
return tex->GetUpscaleFlag();
|
||||
}
|
||||
|
||||
#include "gametexture.h"
|
||||
#endif
|
||||
|
||||
|
||||
|
|
21
src/common/utility/floatrect.h
Normal file
21
src/common/utility/floatrect.h
Normal file
|
@ -0,0 +1,21 @@
|
|||
#pragma once
|
||||
|
||||
struct FloatRect
|
||||
{
|
||||
float left,top;
|
||||
float width,height;
|
||||
|
||||
|
||||
void Offset(float xofs,float yofs)
|
||||
{
|
||||
left+=xofs;
|
||||
top+=yofs;
|
||||
}
|
||||
void Scale(float xfac,float yfac)
|
||||
{
|
||||
left*=xfac;
|
||||
width*=xfac;
|
||||
top*=yfac;
|
||||
height*=yfac;
|
||||
}
|
||||
};
|
|
@ -1276,7 +1276,7 @@ class GLDefsParser
|
|||
if (tex)
|
||||
{
|
||||
bool okay = false;
|
||||
for (int i = 0; i < MAX_CUSTOM_HW_SHADER_TEXTURES; i++)
|
||||
for (size_t i = 0; i < countof(mlay.CustomShaderTextures); i++)
|
||||
{
|
||||
if (!mlay.CustomShaderTextures[i])
|
||||
{
|
||||
|
@ -1287,7 +1287,7 @@ class GLDefsParser
|
|||
}
|
||||
|
||||
texNameList.Push(textureName);
|
||||
texNameIndex.Push(i);
|
||||
texNameIndex.Push((int)i);
|
||||
okay = true;
|
||||
break;
|
||||
}
|
||||
|
@ -1571,7 +1571,7 @@ class GLDefsParser
|
|||
}
|
||||
sc.MustGetString();
|
||||
bool okay = false;
|
||||
for (int i = 0; i < MAX_CUSTOM_HW_SHADER_TEXTURES; i++)
|
||||
for (size_t i = 0; i < countof(mlay.CustomShaderTextures); i++)
|
||||
{
|
||||
if (!mlay.CustomShaderTextures[i])
|
||||
{
|
||||
|
@ -1582,7 +1582,7 @@ class GLDefsParser
|
|||
}
|
||||
|
||||
texNameList.Push(textureName);
|
||||
texNameIndex.Push(i);
|
||||
texNameIndex.Push((int)i);
|
||||
okay = true;
|
||||
break;
|
||||
}
|
||||
|
|
|
@ -227,11 +227,14 @@ void hw_PrecacheTexture(uint8_t *texhitlist, TMap<PClassActor*, bool> &actorhitl
|
|||
auto tex = TexMan.GameByIndex(i);
|
||||
if (tex != nullptr && tex->GetUseType() != ETextureType::FontChar)
|
||||
{
|
||||
// For now, only delete what's in neither list. The logic being used here does not really work that well for selective deletion.
|
||||
// This is rather counterproductive in a system that can share hardware textures between game textures.
|
||||
// The precacher needs to be redone to account for that. For now, just skip the deletion, for any normal sized map this won't be a problem.
|
||||
#if 0
|
||||
if (usedTextures.CheckKey(tex->GetTexture()) == nullptr && usedSprites.CheckKey(tex->GetTexture()) == nullptr)
|
||||
{
|
||||
tex->CleanHardwareData();
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue