// //--------------------------------------------------------------------------- // // Copyright(C) 2004-2016 Christoph Oelckers // All rights reserved. // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Lesser General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Lesser General Public License for more details. // // You should have received a copy of the GNU Lesser General Public License // along with this program. If not, see http://www.gnu.org/licenses/ // //-------------------------------------------------------------------------- // /* ** Global texture data ** */ #include "gl/system/gl_system.h" #include "c_cvars.h" #include "w_wad.h" #include "templates.h" #include "colormatcher.h" #include "r_data/r_translate.h" #include "c_dispatch.h" #include "r_state.h" #include "actor.h" #include "cmdlib.h" #ifdef _WIN32 #include "win32gliface.h" #endif #include "v_palette.h" #include "sc_man.h" #include "textures/skyboxtexture.h" #include "gl/system/gl_interface.h" #include "gl/renderer/gl_renderer.h" #include "gl/textures/gl_material.h" #include "gl/textures/gl_samplers.h" #include "gl/models/gl_models.h" //========================================================================== // // Texture CVARs // //========================================================================== CUSTOM_CVAR(Float,gl_texture_filter_anisotropic,8.0f,CVAR_ARCHIVE|CVAR_GLOBALCONFIG|CVAR_NOINITCALL) { if (GLRenderer != NULL && GLRenderer->mSamplerManager != NULL) GLRenderer->mSamplerManager->SetTextureFilterMode(); } CCMD(gl_flush) { if (GLRenderer != NULL) GLRenderer->FlushTextures(); } CUSTOM_CVAR(Int, gl_texture_filter, 4, CVAR_ARCHIVE|CVAR_GLOBALCONFIG|CVAR_NOINITCALL) { if (self < 0 || self > 6) self=4; if (GLRenderer != NULL && GLRenderer->mSamplerManager != NULL) GLRenderer->mSamplerManager->SetTextureFilterMode(); } CUSTOM_CVAR(Int, gl_texture_format, 0, CVAR_ARCHIVE|CVAR_GLOBALCONFIG|CVAR_NOINITCALL) { // [BB] The number of available texture modes depends on the GPU capabilities. // RFL_TEXTURE_COMPRESSION gives us one additional mode and RFL_TEXTURE_COMPRESSION_S3TC // another three. int numOfAvailableTextureFormat = 4; if ( gl.flags & RFL_TEXTURE_COMPRESSION && gl.flags & RFL_TEXTURE_COMPRESSION_S3TC ) numOfAvailableTextureFormat = 8; else if ( gl.flags & RFL_TEXTURE_COMPRESSION ) numOfAvailableTextureFormat = 5; if (self < 0 || self > numOfAvailableTextureFormat-1) self=0; GLRenderer->FlushTextures(); } CUSTOM_CVAR(Bool, gl_texture_usehires, true, CVAR_ARCHIVE|CVAR_NOINITCALL) { if (GLRenderer != NULL) GLRenderer->FlushTextures(); } CVAR(Bool, gl_precache, false, CVAR_ARCHIVE) CVAR(Bool, gl_trimsprites, true, CVAR_ARCHIVE); TexFilter_s TexFilter[]={ {GL_NEAREST, GL_NEAREST, false}, {GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST, true}, {GL_LINEAR, GL_LINEAR, false}, {GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR, true}, {GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, true}, {GL_NEAREST_MIPMAP_LINEAR, GL_NEAREST, true}, {GL_LINEAR_MIPMAP_LINEAR, GL_NEAREST, true}, }; int TexFormat[]={ GL_RGBA8, GL_RGB5_A1, GL_RGBA4, GL_RGBA2, // [BB] Added compressed texture formats. GL_COMPRESSED_RGBA_ARB, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, }; //========================================================================== // // GL status data for a texture // //========================================================================== FTexture::MiscGLInfo::MiscGLInfo() throw() { GlowHeight = 128; bSkybox = false; bFullbright = false; bDisableFullbright = false; bNoFilter = false; bNoCompress = false; bNoExpand = false; shaderspeed = 1.f; shaderindex = 0; Glossiness = 10.0f; SpecularLevel = 0.1f; Material[1] = Material[0] = NULL; SystemTexture[1] = SystemTexture[0] = NULL; } FTexture::MiscGLInfo::~MiscGLInfo() { for (int i = 0; i < 2; i++) { if (Material[i] != NULL) delete Material[i]; Material[i] = NULL; if (SystemTexture[i] != NULL) delete SystemTexture[i]; SystemTexture[i] = NULL; } } //=========================================================================== // // Sprite adjust has changed. // This needs to alter the material's sprite rect. // //=========================================================================== void FTexture::SetSpriteAdjust() { for(auto mat : gl_info.Material) { if (mat != nullptr) mat->SetSpriteRect(); } } //========================================================================== // // DFrameBuffer :: PrecacheTexture // //========================================================================== static void PrecacheTexture(FTexture *tex, int cache) { if (cache & (FTextureManager::HIT_Wall | FTextureManager::HIT_Flat | FTextureManager::HIT_Sky)) { FMaterial * gltex = FMaterial::ValidateTexture(tex, false); if (gltex) gltex->Precache(); } else { // make sure that software pixel buffers do not stick around for unneeded textures. tex->Unload(); } } //========================================================================== // // DFrameBuffer :: PrecacheSprite // //========================================================================== static void PrecacheSprite(FTexture *tex, SpriteHits &hits) { FMaterial * gltex = FMaterial::ValidateTexture(tex, true); if (gltex) gltex->PrecacheList(hits); } //========================================================================== // // DFrameBuffer :: Precache // //========================================================================== void gl_PrecacheTexture(uint8_t *texhitlist, TMap &actorhitlist) { SpriteHits *spritelist = new SpriteHits[sprites.Size()]; SpriteHits **spritehitlist = new SpriteHits*[TexMan.NumTextures()]; TMap::Iterator it(actorhitlist); TMap::Pair *pair; uint8_t *modellist = new uint8_t[Models.Size()]; memset(modellist, 0, Models.Size()); memset(spritehitlist, 0, sizeof(SpriteHits**) * TexMan.NumTextures()); // this isn't done by the main code so it needs to be done here first: // check skybox textures and mark the separate faces as used for (int i = 0; igl_info.bSkybox) { FSkyBox *sb = static_cast(tex); for (int i = 0; i<6; i++) { if (sb->faces[i]) { int index = sb->faces[i]->id.GetIndex(); texhitlist[index] |= FTextureManager::HIT_Flat; } } } } } // Check all used actors. // 1. mark all sprites associated with its states // 2. mark all model data and skins associated with its states while (it.NextPair(pair)) { PClassActor *cls = pair->Key; auto remap = TranslationToTable(GetDefaultByType(cls)->Translation); int gltrans = remap == nullptr ? 0 : remap->GetUniqueIndex(); for (unsigned i = 0; i < cls->GetStateCount(); i++) { auto &state = cls->GetStates()[i]; spritelist[state.sprite].Insert(gltrans, true); FSpriteModelFrame * smf = gl_FindModelFrame(cls, state.sprite, state.Frame, false); if (smf != NULL) { for (int i = 0; i < MAX_MODELS_PER_FRAME; i++) { if (smf->skinIDs[i].isValid()) { texhitlist[smf->skinIDs[i].GetIndex()] |= FTextureManager::HIT_Flat; } else if (smf->modelIDs[i] != -1) { Models[smf->modelIDs[i]]->PushSpriteMDLFrame(smf, i); Models[smf->modelIDs[i]]->AddSkins(texhitlist); } if (smf->modelIDs[i] != -1) { modellist[smf->modelIDs[i]] = 1; } } } } } // mark all sprite textures belonging to the marked sprites. for (int i = (int)(sprites.Size() - 1); i >= 0; i--) { if (spritelist[i].CountUsed()) { int j, k; for (j = 0; j < sprites[i].numframes; j++) { const spriteframe_t *frame = &SpriteFrames[sprites[i].spriteframes + j]; for (k = 0; k < 16; k++) { FTextureID pic = frame->Texture[k]; if (pic.isValid()) { spritehitlist[pic.GetIndex()] = &spritelist[i]; } } } } } // delete everything unused before creating any new resources to avoid memory usage peaks. // delete unused models for (unsigned i = 0; i < Models.Size(); i++) { if (!modellist[i]) Models[i]->DestroyVertexBuffer(); } // delete unused textures int cnt = TexMan.NumTextures(); for (int i = cnt - 1; i >= 0; i--) { FTexture *tex = TexMan.ByIndex(i); if (tex != nullptr) { if (!texhitlist[i]) { if (tex->gl_info.Material[0]) tex->gl_info.Material[0]->Clean(true); } if (spritehitlist[i] == nullptr || (*spritehitlist[i]).CountUsed() == 0) { if (tex->gl_info.Material[1]) tex->gl_info.Material[1]->Clean(true); } } } if (gl_precache) { // cache all used textures for (int i = cnt - 1; i >= 0; i--) { FTexture *tex = TexMan.ByIndex(i); if (tex != nullptr) { PrecacheTexture(tex, texhitlist[i]); if (spritehitlist[i] != nullptr && (*spritehitlist[i]).CountUsed() > 0) { PrecacheSprite(tex, *spritehitlist[i]); } } } // cache all used models FGLModelRenderer renderer; for (unsigned i = 0; i < Models.Size(); i++) { if (modellist[i]) Models[i]->BuildVertexBuffer(&renderer); } } delete[] spritehitlist; delete[] spritelist; delete[] modellist; } //========================================================================== // // Prints some texture info // //========================================================================== CCMD(textureinfo) { int cntt = 0; for (int i = 0; i < TexMan.NumTextures(); i++) { FTexture *tex = TexMan.ByIndex(i); if (tex->gl_info.SystemTexture[0] || tex->gl_info.SystemTexture[1] || tex->gl_info.Material[0] || tex->gl_info.Material[1]) { int lump = tex->GetSourceLump(); Printf(PRINT_LOG, "Texture '%s' (Index %d, Lump %d, Name '%s'):\n", tex->Name.GetChars(), i, lump, Wads.GetLumpFullName(lump)); if (tex->gl_info.Material[0]) { Printf(PRINT_LOG, "in use (normal)\n"); } else if (tex->gl_info.SystemTexture[0]) { Printf(PRINT_LOG, "referenced (normal)\n"); } if (tex->gl_info.Material[1]) { Printf(PRINT_LOG, "in use (expanded)\n"); } else if (tex->gl_info.SystemTexture[1]) { Printf(PRINT_LOG, "referenced (normal)\n"); } cntt++; } } Printf(PRINT_LOG, "%d system textures\n", cntt); }