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1fc4c9801b
- split gl_postprocessshader.h in two so that the hardware independent part can be used by GLDEFS without pulling in all of OpenGL.
392 lines
11 KiB
C++
392 lines
11 KiB
C++
//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2004-2016 Christoph Oelckers
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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/*
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** Global texture data
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**
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*/
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#include "gl/system/gl_system.h"
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#include "c_cvars.h"
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#include "w_wad.h"
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#include "templates.h"
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#include "colormatcher.h"
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#include "r_data/r_translate.h"
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#include "c_dispatch.h"
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#include "r_state.h"
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#include "actor.h"
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#include "cmdlib.h"
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#ifdef _WIN32
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#include "win32gliface.h"
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#endif
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#include "v_palette.h"
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#include "sc_man.h"
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#include "textures/skyboxtexture.h"
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#include "gl/system/gl_interface.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/textures/gl_material.h"
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#include "gl/textures/gl_samplers.h"
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#include "gl/models/gl_models.h"
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//==========================================================================
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//
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// Texture CVARs
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//
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//==========================================================================
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CUSTOM_CVAR(Float,gl_texture_filter_anisotropic,8.0f,CVAR_ARCHIVE|CVAR_GLOBALCONFIG|CVAR_NOINITCALL)
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{
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if (GLRenderer != NULL && GLRenderer->mSamplerManager != NULL) GLRenderer->mSamplerManager->SetTextureFilterMode();
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}
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CCMD(gl_flush)
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{
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if (GLRenderer != NULL) GLRenderer->FlushTextures();
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}
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CUSTOM_CVAR(Int, gl_texture_filter, 4, CVAR_ARCHIVE|CVAR_GLOBALCONFIG|CVAR_NOINITCALL)
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{
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if (self < 0 || self > 6) self=4;
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if (GLRenderer != NULL && GLRenderer->mSamplerManager != NULL) GLRenderer->mSamplerManager->SetTextureFilterMode();
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}
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CUSTOM_CVAR(Int, gl_texture_format, 0, CVAR_ARCHIVE|CVAR_GLOBALCONFIG|CVAR_NOINITCALL)
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{
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// [BB] The number of available texture modes depends on the GPU capabilities.
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// RFL_TEXTURE_COMPRESSION gives us one additional mode and RFL_TEXTURE_COMPRESSION_S3TC
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// another three.
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int numOfAvailableTextureFormat = 4;
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if ( gl.flags & RFL_TEXTURE_COMPRESSION && gl.flags & RFL_TEXTURE_COMPRESSION_S3TC )
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numOfAvailableTextureFormat = 8;
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else if ( gl.flags & RFL_TEXTURE_COMPRESSION )
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numOfAvailableTextureFormat = 5;
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if (self < 0 || self > numOfAvailableTextureFormat-1) self=0;
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GLRenderer->FlushTextures();
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}
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CUSTOM_CVAR(Bool, gl_texture_usehires, true, CVAR_ARCHIVE|CVAR_NOINITCALL)
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{
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if (GLRenderer != NULL) GLRenderer->FlushTextures();
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}
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CVAR(Bool, gl_precache, false, CVAR_ARCHIVE)
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CVAR(Bool, gl_trimsprites, true, CVAR_ARCHIVE);
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TexFilter_s TexFilter[]={
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{GL_NEAREST, GL_NEAREST, false},
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{GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST, true},
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{GL_LINEAR, GL_LINEAR, false},
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{GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR, true},
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{GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, true},
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{GL_NEAREST_MIPMAP_LINEAR, GL_NEAREST, true},
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{GL_LINEAR_MIPMAP_LINEAR, GL_NEAREST, true},
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};
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int TexFormat[]={
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GL_RGBA8,
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GL_RGB5_A1,
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GL_RGBA4,
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GL_RGBA2,
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// [BB] Added compressed texture formats.
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GL_COMPRESSED_RGBA_ARB,
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GL_COMPRESSED_RGBA_S3TC_DXT1_EXT,
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GL_COMPRESSED_RGBA_S3TC_DXT3_EXT,
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GL_COMPRESSED_RGBA_S3TC_DXT5_EXT,
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};
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//==========================================================================
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//
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// GL status data for a texture
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//
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//==========================================================================
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FTexture::MiscGLInfo::MiscGLInfo() throw()
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{
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GlowHeight = 128;
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bSkybox = false;
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bFullbright = false;
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bDisableFullbright = false;
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bNoFilter = false;
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bNoCompress = false;
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bNoExpand = false;
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shaderspeed = 1.f;
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shaderindex = 0;
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Glossiness = 10.0f;
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SpecularLevel = 0.1f;
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Material[1] = Material[0] = NULL;
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SystemTexture[1] = SystemTexture[0] = NULL;
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}
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FTexture::MiscGLInfo::~MiscGLInfo()
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{
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for (int i = 0; i < 2; i++)
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{
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if (Material[i] != NULL) delete Material[i];
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Material[i] = NULL;
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if (SystemTexture[i] != NULL) delete SystemTexture[i];
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SystemTexture[i] = NULL;
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}
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}
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//===========================================================================
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//
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// Sprite adjust has changed.
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// This needs to alter the material's sprite rect.
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//
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//===========================================================================
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void FTexture::SetSpriteAdjust()
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{
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for(auto mat : gl_info.Material)
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{
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if (mat != nullptr) mat->SetSpriteRect();
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}
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}
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//==========================================================================
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//
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// DFrameBuffer :: PrecacheTexture
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//
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//==========================================================================
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static void PrecacheTexture(FTexture *tex, int cache)
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{
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if (cache & (FTextureManager::HIT_Wall | FTextureManager::HIT_Flat | FTextureManager::HIT_Sky))
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{
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FMaterial * gltex = FMaterial::ValidateTexture(tex, false);
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if (gltex) gltex->Precache();
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}
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else
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{
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// make sure that software pixel buffers do not stick around for unneeded textures.
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tex->Unload();
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}
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}
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//==========================================================================
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//
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// DFrameBuffer :: PrecacheSprite
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//
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//==========================================================================
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static void PrecacheSprite(FTexture *tex, SpriteHits &hits)
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{
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FMaterial * gltex = FMaterial::ValidateTexture(tex, true);
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if (gltex) gltex->PrecacheList(hits);
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}
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//==========================================================================
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//
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// DFrameBuffer :: Precache
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//
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//==========================================================================
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void gl_PrecacheTexture(uint8_t *texhitlist, TMap<PClassActor*, bool> &actorhitlist)
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{
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SpriteHits *spritelist = new SpriteHits[sprites.Size()];
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SpriteHits **spritehitlist = new SpriteHits*[TexMan.NumTextures()];
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TMap<PClassActor*, bool>::Iterator it(actorhitlist);
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TMap<PClassActor*, bool>::Pair *pair;
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uint8_t *modellist = new uint8_t[Models.Size()];
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memset(modellist, 0, Models.Size());
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memset(spritehitlist, 0, sizeof(SpriteHits**) * TexMan.NumTextures());
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// this isn't done by the main code so it needs to be done here first:
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// check skybox textures and mark the separate faces as used
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for (int i = 0; i<TexMan.NumTextures(); i++)
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{
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// HIT_Wall must be checked for MBF-style sky transfers.
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if (texhitlist[i] & (FTextureManager::HIT_Sky | FTextureManager::HIT_Wall))
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{
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FTexture *tex = TexMan.ByIndex(i);
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if (tex->gl_info.bSkybox)
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{
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FSkyBox *sb = static_cast<FSkyBox*>(tex);
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for (int i = 0; i<6; i++)
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{
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if (sb->faces[i])
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{
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int index = sb->faces[i]->id.GetIndex();
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texhitlist[index] |= FTextureManager::HIT_Flat;
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}
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}
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}
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}
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}
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// Check all used actors.
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// 1. mark all sprites associated with its states
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// 2. mark all model data and skins associated with its states
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while (it.NextPair(pair))
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{
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PClassActor *cls = pair->Key;
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auto remap = TranslationToTable(GetDefaultByType(cls)->Translation);
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int gltrans = remap == nullptr ? 0 : remap->GetUniqueIndex();
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for (unsigned i = 0; i < cls->GetStateCount(); i++)
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{
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auto &state = cls->GetStates()[i];
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spritelist[state.sprite].Insert(gltrans, true);
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FSpriteModelFrame * smf = gl_FindModelFrame(cls, state.sprite, state.Frame, false);
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if (smf != NULL)
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{
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for (int i = 0; i < MAX_MODELS_PER_FRAME; i++)
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{
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if (smf->skinIDs[i].isValid())
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{
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texhitlist[smf->skinIDs[i].GetIndex()] |= FTextureManager::HIT_Flat;
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}
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else if (smf->modelIDs[i] != -1)
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{
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Models[smf->modelIDs[i]]->PushSpriteMDLFrame(smf, i);
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Models[smf->modelIDs[i]]->AddSkins(texhitlist);
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}
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if (smf->modelIDs[i] != -1)
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{
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modellist[smf->modelIDs[i]] = 1;
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}
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}
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}
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}
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}
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// mark all sprite textures belonging to the marked sprites.
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for (int i = (int)(sprites.Size() - 1); i >= 0; i--)
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{
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if (spritelist[i].CountUsed())
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{
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int j, k;
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for (j = 0; j < sprites[i].numframes; j++)
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{
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const spriteframe_t *frame = &SpriteFrames[sprites[i].spriteframes + j];
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for (k = 0; k < 16; k++)
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{
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FTextureID pic = frame->Texture[k];
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if (pic.isValid())
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{
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spritehitlist[pic.GetIndex()] = &spritelist[i];
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}
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}
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}
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}
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}
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// delete everything unused before creating any new resources to avoid memory usage peaks.
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// delete unused models
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for (unsigned i = 0; i < Models.Size(); i++)
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{
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if (!modellist[i]) Models[i]->DestroyVertexBuffer();
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}
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// delete unused textures
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int cnt = TexMan.NumTextures();
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for (int i = cnt - 1; i >= 0; i--)
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{
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FTexture *tex = TexMan.ByIndex(i);
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if (tex != nullptr)
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{
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if (!texhitlist[i])
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{
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if (tex->gl_info.Material[0]) tex->gl_info.Material[0]->Clean(true);
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}
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if (spritehitlist[i] == nullptr || (*spritehitlist[i]).CountUsed() == 0)
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{
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if (tex->gl_info.Material[1]) tex->gl_info.Material[1]->Clean(true);
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}
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}
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}
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if (gl_precache)
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{
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// cache all used textures
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for (int i = cnt - 1; i >= 0; i--)
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{
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FTexture *tex = TexMan.ByIndex(i);
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if (tex != nullptr)
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{
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PrecacheTexture(tex, texhitlist[i]);
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if (spritehitlist[i] != nullptr && (*spritehitlist[i]).CountUsed() > 0)
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{
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PrecacheSprite(tex, *spritehitlist[i]);
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}
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}
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}
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// cache all used models
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FGLModelRenderer renderer;
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for (unsigned i = 0; i < Models.Size(); i++)
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{
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if (modellist[i])
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Models[i]->BuildVertexBuffer(&renderer);
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}
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}
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delete[] spritehitlist;
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delete[] spritelist;
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delete[] modellist;
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}
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//==========================================================================
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//
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// Prints some texture info
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//
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//==========================================================================
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CCMD(textureinfo)
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{
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int cntt = 0;
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for (int i = 0; i < TexMan.NumTextures(); i++)
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{
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FTexture *tex = TexMan.ByIndex(i);
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if (tex->gl_info.SystemTexture[0] || tex->gl_info.SystemTexture[1] || tex->gl_info.Material[0] || tex->gl_info.Material[1])
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{
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int lump = tex->GetSourceLump();
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Printf(PRINT_LOG, "Texture '%s' (Index %d, Lump %d, Name '%s'):\n", tex->Name.GetChars(), i, lump, Wads.GetLumpFullName(lump));
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if (tex->gl_info.Material[0])
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{
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Printf(PRINT_LOG, "in use (normal)\n");
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}
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else if (tex->gl_info.SystemTexture[0])
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{
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Printf(PRINT_LOG, "referenced (normal)\n");
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}
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if (tex->gl_info.Material[1])
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{
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Printf(PRINT_LOG, "in use (expanded)\n");
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}
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else if (tex->gl_info.SystemTexture[1])
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{
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Printf(PRINT_LOG, "referenced (normal)\n");
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}
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cntt++;
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}
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}
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Printf(PRINT_LOG, "%d system textures\n", cntt);
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}
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