qzdoom/src/hwrenderer/textures/hw_material.cpp

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//
//---------------------------------------------------------------------------
//
// 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/
//
//--------------------------------------------------------------------------
//
#include "w_wad.h"
#include "m_png.h"
#include "sbar.h"
#include "stats.h"
#include "r_utility.h"
#include "c_dispatch.h"
2018-04-24 21:39:58 +00:00
#include "hw_ihwtexture.h"
#include "hw_material.h"
EXTERN_CVAR(Bool, gl_texture_usehires)
//===========================================================================
//
// Quick'n dirty image rescaling.
//
// This will only be used when the source texture is larger than
// what the hardware can manage (extremely rare in Doom)
//
// Code taken from wxWidgets
//
//===========================================================================
struct BoxPrecalc
{
int boxStart;
int boxEnd;
};
static void ResampleBoxPrecalc(TArray<BoxPrecalc>& boxes, int oldDim)
{
int newDim = boxes.Size();
const double scale_factor_1 = double(oldDim) / newDim;
const int scale_factor_2 = (int)(scale_factor_1 / 2);
for (int dst = 0; dst < newDim; ++dst)
{
// Source pixel in the Y direction
const int src_p = int(dst * scale_factor_1);
BoxPrecalc& precalc = boxes[dst];
precalc.boxStart = clamp<int>(int(src_p - scale_factor_1 / 2.0 + 1), 0, oldDim - 1);
precalc.boxEnd = clamp<int>(MAX<int>(precalc.boxStart + 1, int(src_p + scale_factor_2)), 0, oldDim - 1);
}
}
void IHardwareTexture::Resize(int swidth, int sheight, int width, int height, unsigned char *src_data, unsigned char *dst_data)
{
// This function implements a simple pre-blur/box averaging method for
// downsampling that gives reasonably smooth results To scale the image
// down we will need to gather a grid of pixels of the size of the scale
// factor in each direction and then do an averaging of the pixels.
TArray<BoxPrecalc> vPrecalcs(height, true);
TArray<BoxPrecalc> hPrecalcs(width, true);
ResampleBoxPrecalc(vPrecalcs, sheight);
ResampleBoxPrecalc(hPrecalcs, swidth);
int averaged_pixels, averaged_alpha, src_pixel_index;
double sum_r, sum_g, sum_b, sum_a;
for (int y = 0; y < height; y++) // Destination image - Y direction
{
// Source pixel in the Y direction
const BoxPrecalc& vPrecalc = vPrecalcs[y];
for (int x = 0; x < width; x++) // Destination image - X direction
{
// Source pixel in the X direction
const BoxPrecalc& hPrecalc = hPrecalcs[x];
// Box of pixels to average
averaged_pixels = 0;
averaged_alpha = 0;
sum_r = sum_g = sum_b = sum_a = 0.0;
for (int j = vPrecalc.boxStart; j <= vPrecalc.boxEnd; ++j)
{
for (int i = hPrecalc.boxStart; i <= hPrecalc.boxEnd; ++i)
{
// Calculate the actual index in our source pixels
src_pixel_index = j * swidth + i;
int a = src_data[src_pixel_index * 4 + 3];
if (a > 0) // do not use color from fully transparent pixels
{
sum_r += src_data[src_pixel_index * 4 + 0];
sum_g += src_data[src_pixel_index * 4 + 1];
sum_b += src_data[src_pixel_index * 4 + 2];
sum_a += a;
averaged_pixels++;
}
averaged_alpha++;
}
}
// Calculate the average from the sum and number of averaged pixels
dst_data[0] = (unsigned char)xs_CRoundToInt(sum_r / averaged_pixels);
dst_data[1] = (unsigned char)xs_CRoundToInt(sum_g / averaged_pixels);
dst_data[2] = (unsigned char)xs_CRoundToInt(sum_b / averaged_pixels);
dst_data[3] = (unsigned char)xs_CRoundToInt(sum_a / averaged_alpha);
dst_data += 4;
}
}
}
//===========================================================================
//
//
//
//===========================================================================
IHardwareTexture * FMaterial::ValidateSysTexture(FTexture * tex, bool expand)
{
if (tex && tex->UseType!=ETextureType::Null)
{
IHardwareTexture *gltex = tex->SystemTexture[expand];
if (gltex == nullptr)
{
gltex = tex->SystemTexture[expand] = screen->CreateHardwareTexture(tex);
}
return gltex;
}
return nullptr;
}
//===========================================================================
//
// Constructor
//
//===========================================================================
TArray<FMaterial *> FMaterial::mMaterials;
int FMaterial::mMaxBound;
FMaterial::FMaterial(FTexture * tx, bool expanded)
{
mShaderIndex = SHADER_Default;
sourcetex = tex = tx;
if (tx->UseType == ETextureType::SWCanvas && tx->WidthBits == 0)
{
mShaderIndex = SHADER_Paletted;
}
else if (tx->bWarped)
{
mShaderIndex = tx->bWarped; // This picks SHADER_Warp1 or SHADER_Warp2
tx->shaderspeed = static_cast<FWarpTexture*>(tx)->GetSpeed();
}
else if (tx->bHasCanvas)
{
if (tx->shaderindex >= FIRST_USER_SHADER)
{
mShaderIndex = tx->shaderindex;
}
// no brightmap for cameratexture
}
else
{
if (tx->Normal && tx->Specular)
{
for (auto &texture : { tx->Normal, tx->Specular })
{
ValidateSysTexture(texture, expanded);
mTextureLayers.Push(texture);
}
mShaderIndex = SHADER_Specular;
}
else if (tx->Normal && tx->Metallic && tx->Roughness && tx->AmbientOcclusion)
{
for (auto &texture : { tx->Normal, tx->Metallic, tx->Roughness, tx->AmbientOcclusion })
{
ValidateSysTexture(texture, expanded);
mTextureLayers.Push(texture);
}
mShaderIndex = SHADER_PBR;
}
tx->CreateDefaultBrightmap();
if (tx->Brightmap)
{
ValidateSysTexture(tx->Brightmap, expanded);
mTextureLayers.Push(tx->Brightmap);
if (mShaderIndex == SHADER_Specular)
mShaderIndex = SHADER_SpecularBrightmap;
else if (mShaderIndex == SHADER_PBR)
mShaderIndex = SHADER_PBRBrightmap;
else
mShaderIndex = SHADER_Brightmap;
}
if (tx->shaderindex >= FIRST_USER_SHADER)
{
const UserShaderDesc &usershader = usershaders[tx->shaderindex - FIRST_USER_SHADER];
if (usershader.shaderType == mShaderIndex) // Only apply user shader if it matches the expected material
{
for (auto &texture : tx->CustomShaderTextures)
{
if (texture == nullptr) continue;
ValidateSysTexture(texture, expanded);
mTextureLayers.Push(texture);
}
mShaderIndex = tx->shaderindex;
}
}
}
mBaseLayer = ValidateSysTexture(tx, expanded);
mWidth = tx->GetWidth();
mHeight = tx->GetHeight();
mLeftOffset = tx->GetLeftOffset(0); // These only get used by decals and decals should not use renderer-specific offsets.
mTopOffset = tx->GetTopOffset(0);
mRenderWidth = tx->GetScaledWidth();
mRenderHeight = tx->GetScaledHeight();
mSpriteU[0] = mSpriteV[0] = 0.f;
mSpriteU[1] = mSpriteV[1] = 1.f;
FTexture *basetex = tx->GetRedirect();
// allow the redirect only if the texture is not expanded or the scale matches.
if (!expanded || (tx->Scale.X == basetex->Scale.X && tx->Scale.Y == basetex->Scale.Y))
{
sourcetex = basetex;
mBaseLayer = ValidateSysTexture(basetex, expanded);
}
mExpanded = expanded;
if (expanded)
{
int oldwidth = mWidth;
int oldheight = mHeight;
mTrimResult = TrimBorders(trim); // get the trim size before adding the empty frame
mWidth += 2;
mHeight += 2;
mRenderWidth = mRenderWidth * mWidth / oldwidth;
mRenderHeight = mRenderHeight * mHeight / oldheight;
}
SetSpriteRect();
mTextureLayers.ShrinkToFit();
mMaxBound = -1;
mMaterials.Push(this);
tx->Material[expanded] = this;
if (tx->bHasCanvas) tx->bTranslucent = 0;
}
//===========================================================================
//
// Destructor
//
//===========================================================================
FMaterial::~FMaterial()
{
for(unsigned i=0;i<mMaterials.Size();i++)
{
if (mMaterials[i]==this)
{
mMaterials.Delete(i);
break;
}
}
}
//===========================================================================
//
// Set the sprite rectangle
//
//===========================================================================
void FMaterial::SetSpriteRect()
{
auto leftOffset = tex->GetLeftOffsetHW();
auto topOffset = tex->GetTopOffsetHW();
float fxScale = (float)tex->Scale.X;
float fyScale = (float)tex->Scale.Y;
// mSpriteRect is for positioning the sprite in the scene.
mSpriteRect.left = -leftOffset / fxScale;
mSpriteRect.top = -topOffset / fyScale;
mSpriteRect.width = mWidth / fxScale;
mSpriteRect.height = mHeight / fyScale;
if (mExpanded)
{
// a little adjustment to make sprites look better with texture filtering:
// create a 1 pixel wide empty frame around them.
int oldwidth = mWidth - 2;
int oldheight = mHeight - 2;
leftOffset += 1;
topOffset += 1;
// Reposition the sprite with the frame considered
mSpriteRect.left = -leftOffset / fxScale;
mSpriteRect.top = -topOffset / fyScale;
mSpriteRect.width = mWidth / fxScale;
mSpriteRect.height = mHeight / fyScale;
if (mTrimResult)
{
mSpriteRect.left += trim[0] / fxScale;
mSpriteRect.top += trim[1] / fyScale;
mSpriteRect.width -= (oldwidth - trim[2]) / fxScale;
mSpriteRect.height -= (oldheight - trim[3]) / fyScale;
mSpriteU[0] = trim[0] / (float)mWidth;
mSpriteV[0] = trim[1] / (float)mHeight;
mSpriteU[1] -= (oldwidth - trim[0] - trim[2]) / (float)mWidth;
mSpriteV[1] -= (oldheight - trim[1] - trim[3]) / (float)mHeight;
}
}
}
//===========================================================================
//
// Finds empty space around the texture.
// Used for sprites that got placed into a huge empty frame.
//
//===========================================================================
bool FMaterial::TrimBorders(uint16_t *rect)
{
int w;
int h;
unsigned char *buffer = sourcetex->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;
if (size == 1)
{
// nothing to be done here.
rect[0] = 0;
rect[1] = 0;
rect[2] = 1;
rect[3] = 1;
delete[] buffer;
return true;
}
int first, last;
for(first = 0; first < size; first++)
{
if (buffer[first*4+3] != 0) break;
}
if (first >= size)
{
// completely empty
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;
}
//===========================================================================
//
//
//
//===========================================================================
void FMaterial::Precache()
{
screen->PrecacheMaterial(this, 0);
}
//===========================================================================
//
//
//
//===========================================================================
void FMaterial::PrecacheList(SpriteHits &translations)
{
if (mBaseLayer != nullptr) mBaseLayer->CleanUnused(translations);
SpriteHits::Iterator it(translations);
SpriteHits::Pair *pair;
while(it.NextPair(pair)) screen->PrecacheMaterial(this, pair->Key);
}
//===========================================================================
//
//
//
//===========================================================================
int FMaterial::GetAreas(FloatRect **pAreas) const
{
if (mShaderIndex == SHADER_Default) // texture splitting can only be done if there's no attached effects
{
*pAreas = sourcetex->areas;
return sourcetex->areacount;
}
else
{
return 0;
}
}
//==========================================================================
//
// Gets a texture from the texture manager and checks its validity for
// GL rendering.
//
//==========================================================================
FMaterial * FMaterial::ValidateTexture(FTexture * tex, bool expand)
{
again:
if (tex && tex->UseType!=ETextureType::Null)
{
if (tex->bNoExpand) expand = false;
FMaterial *gltex = tex->Material[expand];
if (gltex == NULL)
{
if (expand)
{
if (tex->bWarped || tex->bHasCanvas || tex->shaderindex >= FIRST_USER_SHADER || (tex->shaderindex >= SHADER_Specular && tex->shaderindex <= SHADER_PBRBrightmap))
{
tex->bNoExpand = true;
goto again;
}
if (tex->Brightmap != NULL &&
(tex->GetWidth() != tex->Brightmap->GetWidth() ||
tex->GetHeight() != tex->Brightmap->GetHeight())
)
{
// do not expand if the brightmap's size differs.
tex->bNoExpand = true;
goto again;
}
}
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]->mBaseLayer->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++)
{
auto gltex = TexMan.ByIndex(i)->SystemTexture[j];
if (gltex != nullptr) gltex->Clean(true);
}
}
}
void FMaterial::Clean(bool f)
{
// This somehow needs to deal with the other layers as well, but they probably need some form of reference counting to work properly...
mBaseLayer->Clean(f);
}
//==========================================================================
//
// Prints some texture info
//
//==========================================================================
CCMD(textureinfo)
{
int cntt = 0;
for (int i = 0; i < TexMan.NumTextures(); i++)
{
FTexture *tex = TexMan.ByIndex(i);
if (tex->SystemTexture[0] || tex->SystemTexture[1] || tex->Material[0] || tex->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->Material[0])
{
Printf(PRINT_LOG, "in use (normal)\n");
}
else if (tex->SystemTexture[0])
{
Printf(PRINT_LOG, "referenced (normal)\n");
}
if (tex->Material[1])
{
Printf(PRINT_LOG, "in use (expanded)\n");
}
else if (tex->SystemTexture[1])
{
Printf(PRINT_LOG, "referenced (normal)\n");
}
cntt++;
}
}
Printf(PRINT_LOG, "%d system textures\n", cntt);
}