gzdoom/src/gl/textures/gl_material.cpp
Christoph Oelckers 1050013017 major cleanup of the texture manager:
- use sampler objects to avoid creating up to 4 different system textures for one game texture just because of different clamping settings.
- avoids flushing all textures for change of texture filter mode.
- separate sprite and regular dimensions on the material level to have better control over which one gets used. It's now an explicit parameter of ValidateTexture. The main reason for this change is better handling of wall sprites which may not be subjected to such handling.
- create mipmaps based on use case, not texture type.
- allows removal of FCloneTexture hack for proper sharing of the same sprite for decals and other purposes.
- better precaching of skyboxes.
2014-08-22 23:50:38 +02:00

799 lines
20 KiB
C++

/*
** gl_material.cpp
**
**---------------------------------------------------------------------------
** Copyright 2004-2009 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.
** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be
** covered by the terms of the GNU Lesser General Public License as published
** by the Free Software Foundation; either version 2.1 of the License, or (at
** your option) any later version.
**
** 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 "gl/system/gl_system.h"
#include "w_wad.h"
#include "m_png.h"
#include "sbar.h"
#include "gi.h"
#include "cmdlib.h"
#include "c_dispatch.h"
#include "stats.h"
#include "r_utility.h"
#include "templates.h"
#include "sc_man.h"
#include "colormatcher.h"
//#include "gl/gl_intern.h"
#include "gl/system/gl_interface.h"
#include "gl/system/gl_framebuffer.h"
#include "gl/renderer/gl_lightdata.h"
#include "gl/renderer/gl_renderer.h"
#include "gl/data/gl_data.h"
#include "gl/textures/gl_texture.h"
#include "gl/textures/gl_translate.h"
#include "gl/textures/gl_bitmap.h"
#include "gl/textures/gl_material.h"
#include "gl/textures/gl_samplers.h"
#include "gl/shaders/gl_shader.h"
EXTERN_CVAR(Bool, gl_render_precise)
EXTERN_CVAR(Int, gl_lightmode)
EXTERN_CVAR(Bool, gl_precache)
EXTERN_CVAR(Bool, gl_texture_usehires)
//===========================================================================
//
// The GL texture maintenance class
//
//===========================================================================
//===========================================================================
//
// Constructor
//
//===========================================================================
FGLTexture::FGLTexture(FTexture * tx, bool expandpatches)
{
assert(tx->gl_info.SystemTexture[expandpatches] == NULL);
tex = tx;
mHwTexture = NULL;
HiresLump = -1;
hirestexture = NULL;
bHasColorkey = false;
bIsTransparent = -1;
bExpand = expandpatches;
tex->gl_info.SystemTexture[expandpatches] = this;
}
//===========================================================================
//
// Destructor
//
//===========================================================================
FGLTexture::~FGLTexture()
{
Clean(true);
if (hirestexture) delete hirestexture;
}
//==========================================================================
//
// Checks for the presence of a hires texture replacement and loads it
//
//==========================================================================
unsigned char *FGLTexture::LoadHiresTexture(FTexture *tex, int *width, int *height, bool alphatexture)
{
if (HiresLump==-1)
{
bHasColorkey = false;
HiresLump = CheckDDPK3(tex);
if (HiresLump < 0) HiresLump = CheckExternalFile(tex, bHasColorkey);
if (HiresLump >=0)
{
hirestexture = FTexture::CreateTexture(HiresLump, FTexture::TEX_Any);
}
}
if (hirestexture != NULL)
{
int w=hirestexture->GetWidth();
int h=hirestexture->GetHeight();
unsigned char * buffer=new unsigned char[w*(h+1)*4];
memset(buffer, 0, w * (h+1) * 4);
FGLBitmap bmp(buffer, w*4, w, h);
if (alphatexture) bmp.SetAlphaTex();
int trans = hirestexture->CopyTrueColorPixels(&bmp, 0, 0);
hirestexture->CheckTrans(buffer, w*h, trans);
bIsTransparent = hirestexture->gl_info.mIsTransparent;
if (bHasColorkey)
{
// This is a crappy Doomsday color keyed image
// We have to remove the key manually. :(
DWORD * dwdata=(DWORD*)buffer;
for (int i=(w*h);i>0;i--)
{
if (dwdata[i]==0xffffff00 || dwdata[i]==0xffff00ff) dwdata[i]=0;
}
}
*width = w;
*height = h;
return buffer;
}
return NULL;
}
//===========================================================================
//
// Deletes all allocated resources
//
//===========================================================================
void FGLTexture::Clean(bool all)
{
if (mHwTexture)
{
if (!all) mHwTexture->Clean(false);
else
{
delete mHwTexture;
mHwTexture = NULL;
}
}
}
//===========================================================================
//
// Initializes the buffer for the texture data
//
//===========================================================================
unsigned char * FGLTexture::CreateTexBuffer(int translation, int & w, int & h, FTexture *hirescheck, bool alphatexture)
{
unsigned char * buffer;
int W, H;
// Textures that are already scaled in the texture lump will not get replaced
// by hires textures
if (gl_texture_usehires && hirescheck != NULL)
{
buffer = LoadHiresTexture (hirescheck, &w, &h, alphatexture);
if (buffer)
{
return buffer;
}
}
W = w = tex->GetWidth() + bExpand*2;
H = h = tex->GetHeight() + bExpand*2;
buffer=new unsigned char[W*(H+1)*4];
memset(buffer, 0, W * (H+1) * 4);
FGLBitmap bmp(buffer, W*4, W, H);
bmp.SetTranslationInfo(translation);
if (alphatexture) bmp.SetAlphaTex();
if (tex->bComplex)
{
FBitmap imgCreate;
// The texture contains special processing so it must be composited using the
// base bitmap class and then be converted as a whole.
if (imgCreate.Create(W, H))
{
memset(imgCreate.GetPixels(), 0, W * H * 4);
int trans = tex->CopyTrueColorPixels(&imgCreate, bExpand, bExpand);
bmp.CopyPixelDataRGB(0, 0, imgCreate.GetPixels(), W, H, 4, W * 4, 0, CF_BGRA);
tex->CheckTrans(buffer, W*H, trans);
bIsTransparent = tex->gl_info.mIsTransparent;
}
}
else if (translation<=0)
{
int trans = tex->CopyTrueColorPixels(&bmp, bExpand, bExpand);
tex->CheckTrans(buffer, W*H, trans);
bIsTransparent = tex->gl_info.mIsTransparent;
}
else
{
// When using translations everything must be mapped to the base palette.
// Since FTexture's method is doing exactly that by calling GetPixels let's use that here
// to do all the dirty work for us. ;)
tex->FTexture::CopyTrueColorPixels(&bmp, bExpand, bExpand);
bIsTransparent = 0;
}
// [BB] The hqnx upsampling (not the scaleN one) destroys partial transparency, don't upsamle textures using it.
// [BB] Potentially upsample the buffer.
return gl_CreateUpsampledTextureBuffer ( tex, buffer, W, H, w, h, bIsTransparent || alphatexture);
}
//===========================================================================
//
// Create hardware texture for world use
//
//===========================================================================
FHardwareTexture *FGLTexture::CreateHwTexture()
{
if (tex->UseType==FTexture::TEX_Null) return NULL; // Cannot register a NULL texture
if (mHwTexture == NULL)
{
mHwTexture = new FHardwareTexture(tex->GetWidth() + bExpand*2, tex->GetHeight() + bExpand*2, tex->gl_info.bNoCompress);
}
return mHwTexture;
}
//===========================================================================
//
// Binds a texture to the renderer
//
//===========================================================================
const FHardwareTexture *FGLTexture::Bind(int texunit, int clampmode, int translation, bool alphatexture, FTexture *hirescheck)
{
int usebright = false;
if (translation <= 0) translation = -translation;
else translation = GLTranslationPalette::GetInternalTranslation(translation);
bool needmipmap = (clampmode <= CLAMP_XY);
FHardwareTexture *hwtex = CreateHwTexture();
if (hwtex)
{
// Texture has become invalid
if ((!tex->bHasCanvas && !tex->bWarped) && tex->CheckModified())
{
Clean(true);
hwtex = CreateHwTexture();
}
// Bind it to the system.
if (!hwtex->Bind(texunit, translation, alphatexture, needmipmap))
{
int w=0, h=0;
// Create this texture
unsigned char * buffer = NULL;
if (!tex->bHasCanvas)
{
buffer = CreateTexBuffer(translation, w, h, hirescheck, alphatexture);
tex->ProcessData(buffer, w, h, false);
}
if (!hwtex->CreateTexture(buffer, w, h, texunit, needmipmap, translation, alphatexture))
{
// could not create texture
delete[] buffer;
return NULL;
}
delete[] buffer;
}
if (tex->bHasCanvas) static_cast<FCanvasTexture*>(tex)->NeedUpdate();
GLRenderer->mSamplerManager->Bind(texunit, clampmode);
return hwtex;
}
return NULL;
}
//===========================================================================
//
//
//
//===========================================================================
fixed_t FTexCoordInfo::RowOffset(fixed_t rowoffset) const
{
if (mTempScaleY == FRACUNIT)
{
if (mScaleY==FRACUNIT || mWorldPanning) return rowoffset;
else return FixedDiv(rowoffset, mScaleY);
}
else
{
if (mWorldPanning) return FixedDiv(rowoffset, mTempScaleY);
else return FixedDiv(rowoffset, mScaleY);
}
}
//===========================================================================
//
//
//
//===========================================================================
fixed_t FTexCoordInfo::TextureOffset(fixed_t textureoffset) const
{
if (mTempScaleX == FRACUNIT)
{
if (mScaleX==FRACUNIT || mWorldPanning) return textureoffset;
else return FixedDiv(textureoffset, mScaleX);
}
else
{
if (mWorldPanning) return FixedDiv(textureoffset, mTempScaleX);
else return FixedDiv(textureoffset, mScaleX);
}
}
//===========================================================================
//
// Returns the size for which texture offset coordinates are used.
//
//===========================================================================
fixed_t FTexCoordInfo::TextureAdjustWidth() const
{
if (mWorldPanning)
{
if (mTempScaleX == FRACUNIT) return mRenderWidth;
else return FixedDiv(mWidth, mTempScaleX);
}
else return mWidth;
}
//===========================================================================
//
//
//
//===========================================================================
FGLTexture * FMaterial::ValidateSysTexture(FTexture * tex, bool expand)
{
if (tex && tex->UseType!=FTexture::TEX_Null)
{
FGLTexture *gltex = tex->gl_info.SystemTexture[expand];
if (gltex == NULL)
{
gltex = new FGLTexture(tex, expand);
}
return gltex;
}
return NULL;
}
//===========================================================================
//
// Constructor
//
//===========================================================================
TArray<FMaterial *> FMaterial::mMaterials;
int FMaterial::mMaxBound;
FMaterial::FMaterial(FTexture * tx, bool expanded)
{
mShaderIndex = 0;
// TODO: apply custom shader object here
/* if (tx->CustomShaderDefinition)
{
}
else
*/
if (tx->bWarped)
{
mShaderIndex = tx->bWarped;
expanded = false;
tx->gl_info.shaderspeed = static_cast<FWarpTexture*>(tx)->GetSpeed();
}
else if (tx->bHasCanvas)
{
expanded = false;
}
else
{
if (tx->gl_info.shaderindex >= FIRST_USER_SHADER)
{
mShaderIndex = tx->gl_info.shaderindex;
expanded = false;
}
else
{
tx->CreateDefaultBrightmap();
if (tx->gl_info.Brightmap != NULL)
{
ValidateSysTexture(tx->gl_info.Brightmap, expanded);
FTextureLayer layer = {tx->gl_info.Brightmap, false};
mTextureLayers.Push(layer);
mShaderIndex = 3;
}
}
}
assert(tx->gl_info.Material[expanded] == NULL);
mBaseLayer = ValidateSysTexture(tx, true);
mWidth = tx->GetWidth();
mHeight = tx->GetHeight();
mLeftOffset = tx->LeftOffset;
mTopOffset = tx->TopOffset;
mRenderWidth = tx->GetScaledWidth();
mRenderHeight = tx->GetScaledHeight();
mSpriteU[0] = mSpriteV[0] = 0.f;
mSpriteU[1] = mSpriteV[1] = 1.f;
FTexture *basetex = tx->GetRedirect(false);
mBaseLayer = ValidateSysTexture(basetex, expanded);
// mSpriteRect is for positioning the sprite in the scene.
mSpriteRect.left = -mLeftOffset / FIXED2FLOAT(tx->xScale);
mSpriteRect.top = -mTopOffset / FIXED2FLOAT(tx->yScale);
mSpriteRect.width = mWidth / FIXED2FLOAT(tx->xScale);
mSpriteRect.height = mHeight / FIXED2FLOAT(tx->yScale);
if (expanded)
{
// a little adjustment to make sprites look better with texture filtering:
// create a 1 pixel wide empty frame around them.
mWidth+=2;
mHeight+=2;
mLeftOffset+=1;
mTopOffset+=1;
mRenderWidth = mRenderWidth * mWidth / (mWidth-2);
mRenderHeight = mRenderHeight * mHeight / (mHeight-2);
int trim[4];
if (TrimBorders(trim))
{
mSpriteRect.left = -(mLeftOffset - trim[0]) / FIXED2FLOAT(tx->xScale);
mSpriteRect.top = -(mTopOffset - trim[1]) / FIXED2FLOAT(tx->yScale);
mSpriteRect.width = (trim[2] + 2) / FIXED2FLOAT(tx->xScale);
mSpriteRect.height = (trim[3] + 2) / FIXED2FLOAT(tx->yScale);
mSpriteU[0] = trim[0] / (float)mWidth;
mSpriteV[0] = trim[1] / (float)mHeight;
mSpriteU[1] *= (trim[0]+trim[2]+2) / (float)mWidth;
mSpriteV[1] *= (trim[1]+trim[3]+2) / (float)mHeight;
}
}
mTextureLayers.ShrinkToFit();
mMaxBound = -1;
mMaterials.Push(this);
tx->gl_info.Material[expanded] = this;
if (tx->bHasCanvas) tx->gl_info.mIsTransparent = 0;
tex = tx;
mExpanded = expanded;
}
//===========================================================================
//
// Destructor
//
//===========================================================================
FMaterial::~FMaterial()
{
for(unsigned i=0;i<mMaterials.Size();i++)
{
if (mMaterials[i]==this)
{
mMaterials.Delete(i);
break;
}
}
}
//===========================================================================
//
// Finds gaps in the texture which can be skipped by the renderer
// This was mainly added to speed up one area in E4M6 of 007LTSD
//
//===========================================================================
bool FMaterial::TrimBorders(int *rect)
{
PalEntry col;
int w;
int h;
unsigned char *buffer = CreateTexBuffer(0, w, h);
if (buffer == NULL)
{
return false;
}
if (w != mWidth || h != mHeight)
{
// external Hires replacements cannot be trimmed.
delete [] buffer;
return false;
}
int size = w*h;
int first, last;
for(first = 0; first < size; first++)
{
if (buffer[first*4+3] != 0) break;
}
if (first >= size)
{
rect[0] = 0;
rect[1] = 0;
rect[2] = 1;
rect[3] = 1;
delete [] buffer;
return true;
}
for(last = size-1; last >= first; last--)
{
if (buffer[last*4+3] != 0) break;
}
rect[1] = first / w;
rect[3] = 1 + last/w - rect[1];
rect[0] = 0;
rect[2] = w;
unsigned char *bufferoff = buffer + (rect[1] * w * 4);
h = rect[3];
for(int x = 0; x < w; x++)
{
for(int y = 0; y < h; y++)
{
if (bufferoff[(x+y*w)*4+3] != 0) goto outl;
}
rect[0]++;
}
outl:
rect[2] -= rect[0];
for(int x = w-1; rect[2] > 1; x--)
{
for(int y = 0; y < h; y++)
{
if (bufferoff[(x+y*w)*4+3] != 0)
{
delete [] buffer;
return true;
}
}
rect[2]--;
}
delete [] buffer;
return true;
}
//===========================================================================
//
// Binds a texture to the renderer
//
//===========================================================================
void FMaterial::Bind(int clampmode, int translation, int overrideshader, bool alphatexture)
{
int usebright = false;
int shaderindex = overrideshader > 0? overrideshader : mShaderIndex;
int maxbound = 0;
bool allowhires = tex->xScale == FRACUNIT && tex->yScale == FRACUNIT && clampmode <= CLAMP_XY && !mExpanded;
gl_RenderState.SetShader(shaderindex, tex->gl_info.shaderspeed);
if (tex->bHasCanvas) clampmode = CLAMP_CAMTEX;
else if (tex->bWarped && clampmode <= CLAMP_XY) clampmode = CLAMP_NONE;
const FHardwareTexture *gltexture = mBaseLayer->Bind(0, clampmode, translation, alphatexture, allowhires? tex:NULL);
if (gltexture != NULL && shaderindex > 0 && overrideshader == 0)
{
for(unsigned i=0;i<mTextureLayers.Size();i++)
{
FTexture *layer;
if (mTextureLayers[i].animated)
{
FTextureID id = mTextureLayers[i].texture->id;
layer = TexMan(id);
ValidateSysTexture(layer, mExpanded);
}
else
{
layer = mTextureLayers[i].texture;
}
layer->gl_info.SystemTexture[mExpanded]->Bind(i+1, clampmode, 0, false, NULL);
maxbound = i+1;
}
}
// unbind everything from the last texture that's still active
for(int i=maxbound+1; i<=mMaxBound;i++)
{
FHardwareTexture::Unbind(i);
mMaxBound = maxbound;
}
}
//===========================================================================
//
//
//
//===========================================================================
void FMaterial::Precache()
{
Bind(0, 0, 0, false);
}
//===========================================================================
//
// Retrieve texture coordinate info for per-wall scaling
//
//===========================================================================
void FMaterial::GetTexCoordInfo(FTexCoordInfo *tci, fixed_t x, fixed_t y) const
{
if (x == FRACUNIT)
{
tci->mRenderWidth = mRenderWidth;
tci->mScaleX = tex->xScale;
tci->mTempScaleX = FRACUNIT;
}
else
{
fixed_t scale_x = FixedMul(x, tex->xScale);
int foo = (mWidth << 17) / scale_x;
tci->mRenderWidth = (foo >> 1) + (foo & 1);
tci->mScaleX = scale_x;
tci->mTempScaleX = x;
}
if (y == FRACUNIT)
{
tci->mRenderHeight = mRenderHeight;
tci->mScaleY = tex->yScale;
tci->mTempScaleY = FRACUNIT;
}
else
{
fixed_t scale_y = FixedMul(y, tex->yScale);
int foo = (mHeight << 17) / scale_y;
tci->mRenderHeight = (foo >> 1) + (foo & 1);
tci->mScaleY = scale_y;
tci->mTempScaleY = y;
}
if (tex->bHasCanvas)
{
tci->mScaleY = -tci->mScaleY;
tci->mRenderHeight = -tci->mRenderHeight;
}
tci->mWorldPanning = tex->bWorldPanning;
tci->mWidth = mWidth;
}
//===========================================================================
//
//
//
//===========================================================================
int FMaterial::GetAreas(FloatRect **pAreas) const
{
if (mShaderIndex == 0) // texture splitting can only be done if there's no attached effects
{
FTexture *tex = mBaseLayer->tex;
*pAreas = tex->gl_info.areas;
return tex->gl_info.areacount;
}
else
{
return 0;
}
}
//===========================================================================
//
//
//
//===========================================================================
void FMaterial::BindToFrameBuffer()
{
if (mBaseLayer->mHwTexture == NULL)
{
// must create the hardware texture first
mBaseLayer->Bind(0, 0, 0, false, NULL);
FHardwareTexture::Unbind(0);
}
mBaseLayer->mHwTexture->BindToFrameBuffer();
}
//==========================================================================
//
// Gets a texture from the texture manager and checks its validity for
// GL rendering.
//
//==========================================================================
FMaterial * FMaterial::ValidateTexture(FTexture * tex, bool expand)
{
if (tex && tex->UseType!=FTexture::TEX_Null)
{
FMaterial *gltex = tex->gl_info.Material[expand];
if (gltex == NULL)
{
//@sync-tex
gltex = new FMaterial(tex, expand);
}
return gltex;
}
return NULL;
}
FMaterial * FMaterial::ValidateTexture(FTextureID no, bool expand, bool translate)
{
return ValidateTexture(translate? TexMan(no) : TexMan[no], expand);
}
//==========================================================================
//
// Flushes all hardware dependent data
//
//==========================================================================
void FMaterial::FlushAll()
{
for(int i=mMaterials.Size()-1;i>=0;i--)
{
mMaterials[i]->Clean(true);
}
// This is for shader layers. All shader layers must be managed by the texture manager
// so this will catch everything.
for(int i=TexMan.NumTextures()-1;i>=0;i--)
{
for (int j = 0; j < 2; j++)
{
FGLTexture *gltex = TexMan.ByIndex(i)->gl_info.SystemTexture[j];
if (gltex != NULL) gltex->Clean(true);
}
}
}