- split out FGameTexture into its own files.

This commit is contained in:
Christoph Oelckers 2020-04-19 00:44:42 +02:00
parent 5a2a72fc95
commit cedc95c2a5
9 changed files with 898 additions and 807 deletions

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@ -1070,6 +1070,7 @@ set (PCH_SOURCES
common/textures/bitmap.cpp
common/textures/m_png.cpp
common/textures/texture.cpp
common/textures/gametexture.cpp
common/textures/image.cpp
common/textures/imagetexture.cpp
common/textures/texturemanager.cpp

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@ -0,0 +1,512 @@
/*
** gametexture.cpp
** The game-facing texture class.
**
**---------------------------------------------------------------------------
** Copyright 2004-2007 Randy Heit
** Copyright 2006-2020 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
**
*/
#include "printf.h"
#include "files.h"
#include "filesystem.h"
#include "templates.h"
#include "textures.h"
#include "bitmap.h"
#include "colormatcher.h"
#include "c_dispatch.h"
#include "m_fixed.h"
#include "imagehelpers.h"
#include "image.h"
#include "formats/multipatchtexture.h"
#include "texturemanager.h"
#include "c_cvars.h"
#include "hw_material.h"
FTexture *CreateBrightmapTexture(FImageSource*);
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) delete mat;
mat = nullptr;
}
}
//==========================================================================
//
//
//
//==========================================================================
bool FGameTexture::isUserContent() const
{
int filenum = fileSystem.GetFileContainer(Base->GetSourceLump());
return (filenum > fileSystem.GetMaxIwadNum());
}
//==========================================================================
//
// 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;
}
}
//===========================================================================
//
// 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;
}
//===========================================================================
//
// 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;
}
}
}
}
//===========================================================================
//
// Cleans the attached hardware resources.
// This should only be used on textures which alter their content at run time
//or when the engine shuts down.
//
//===========================================================================
void FGameTexture::CleanHardwareData(bool full)
{
Base->CleanHardwareTextures();
for (auto mat : Material) if (mat) mat->DeleteDescriptors();
}
//-----------------------------------------------------------------------------
//
// 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();
}
}
}
//===========================================================================
//
// 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();
}

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@ -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);
};

View file

@ -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();
}
}
}

View file

@ -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)
{

View file

@ -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

View 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;
}
};

View file

@ -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;
}

View file

@ -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
}
}