mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-10 23:02:08 +00:00
- more texture cleanup.
It is now in a state where FTexture really needs to be separated from FGameTexture.
This commit is contained in:
parent
31035a6cea
commit
83817080bb
21 changed files with 92 additions and 104 deletions
|
@ -415,8 +415,6 @@ void FFont::ReadSheetFont(TArray<FolderEntry> &folderdata, int width, int height
|
||||||
FImageTexture *tex = new FImageTexture(image, "");
|
FImageTexture *tex = new FImageTexture(image, "");
|
||||||
tex->SetUseType(ETextureType::FontChar);
|
tex->SetUseType(ETextureType::FontChar);
|
||||||
tex->bMultiPatch = true;
|
tex->bMultiPatch = true;
|
||||||
tex->Width = width;
|
|
||||||
tex->Height = height;
|
|
||||||
tex->_LeftOffset[0] =
|
tex->_LeftOffset[0] =
|
||||||
tex->_LeftOffset[1] =
|
tex->_LeftOffset[1] =
|
||||||
tex->_TopOffset[0] =
|
tex->_TopOffset[0] =
|
||||||
|
|
|
@ -36,21 +36,21 @@ IHardwareTexture* CreateHardwareTexture();
|
||||||
//
|
//
|
||||||
//===========================================================================
|
//===========================================================================
|
||||||
|
|
||||||
FMaterial::FMaterial(FTexture * tx, bool expanded)
|
FMaterial::FMaterial(FGameTexture * tx, bool expanded)
|
||||||
{
|
{
|
||||||
mShaderIndex = SHADER_Default;
|
mShaderIndex = SHADER_Default;
|
||||||
sourcetex = tx;
|
sourcetex = tx;
|
||||||
imgtex = tx;
|
imgtex = tx->GetTexture();
|
||||||
|
|
||||||
if (tx->UseType == ETextureType::SWCanvas && static_cast<FWrapperTexture*>(tx)->GetColorFormat() == 0)
|
if (tx->GetUseType() == ETextureType::SWCanvas && static_cast<FWrapperTexture*>(imgtex)->GetColorFormat() == 0)
|
||||||
{
|
{
|
||||||
mShaderIndex = SHADER_Paletted;
|
mShaderIndex = SHADER_Paletted;
|
||||||
}
|
}
|
||||||
else if (tx->isHardwareCanvas())
|
else if (tx->isHardwareCanvas())
|
||||||
{
|
{
|
||||||
if (tx->shaderindex >= FIRST_USER_SHADER)
|
if (tx->GetShaderIndex() >= FIRST_USER_SHADER)
|
||||||
{
|
{
|
||||||
mShaderIndex = tx->shaderindex;
|
mShaderIndex = tx->GetShaderIndex();
|
||||||
}
|
}
|
||||||
// no brightmap for cameratexture
|
// no brightmap for cameratexture
|
||||||
}
|
}
|
||||||
|
@ -60,17 +60,17 @@ FMaterial::FMaterial(FTexture * tx, bool expanded)
|
||||||
{
|
{
|
||||||
mShaderIndex = tx->isWarped(); // This picks SHADER_Warp1 or SHADER_Warp2
|
mShaderIndex = tx->isWarped(); // This picks SHADER_Warp1 or SHADER_Warp2
|
||||||
}
|
}
|
||||||
else if (tx->Normal && tx->Specular)
|
else if (imgtex->Normal && imgtex->Specular)
|
||||||
{
|
{
|
||||||
for (auto &texture : { tx->Normal, tx->Specular })
|
for (auto &texture : { imgtex->Normal, imgtex->Specular })
|
||||||
{
|
{
|
||||||
mTextureLayers.Push(texture);
|
mTextureLayers.Push(texture);
|
||||||
}
|
}
|
||||||
mShaderIndex = SHADER_Specular;
|
mShaderIndex = SHADER_Specular;
|
||||||
}
|
}
|
||||||
else if (tx->Normal && tx->Metallic && tx->Roughness && tx->AmbientOcclusion)
|
else if (imgtex->Normal && imgtex->Metallic && imgtex->Roughness && imgtex->AmbientOcclusion)
|
||||||
{
|
{
|
||||||
for (auto &texture : { tx->Normal, tx->Metallic, tx->Roughness, tx->AmbientOcclusion })
|
for (auto &texture : { imgtex->Normal, imgtex->Metallic, imgtex->Roughness, imgtex->AmbientOcclusion })
|
||||||
{
|
{
|
||||||
mTextureLayers.Push(texture);
|
mTextureLayers.Push(texture);
|
||||||
}
|
}
|
||||||
|
@ -78,28 +78,28 @@ FMaterial::FMaterial(FTexture * tx, bool expanded)
|
||||||
}
|
}
|
||||||
|
|
||||||
// Note that these layers must present a valid texture even if not used, because empty TMUs in the shader are an undefined condition.
|
// Note that these layers must present a valid texture even if not used, because empty TMUs in the shader are an undefined condition.
|
||||||
tx->CreateDefaultBrightmap();
|
imgtex->CreateDefaultBrightmap();
|
||||||
if (tx->Brightmap)
|
if (imgtex->Brightmap)
|
||||||
{
|
{
|
||||||
mTextureLayers.Push(tx->Brightmap);
|
mTextureLayers.Push(imgtex->Brightmap);
|
||||||
mLayerFlags |= TEXF_Brightmap;
|
mLayerFlags |= TEXF_Brightmap;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
mTextureLayers.Push(TexMan.ByIndex(1));
|
mTextureLayers.Push(TexMan.ByIndex(1));
|
||||||
}
|
}
|
||||||
if (tx->Detailmap)
|
if (imgtex->Detailmap)
|
||||||
{
|
{
|
||||||
mTextureLayers.Push(tx->Detailmap);
|
mTextureLayers.Push(imgtex->Detailmap);
|
||||||
mLayerFlags |= TEXF_Detailmap;
|
mLayerFlags |= TEXF_Detailmap;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
mTextureLayers.Push(TexMan.ByIndex(1));
|
mTextureLayers.Push(TexMan.ByIndex(1));
|
||||||
}
|
}
|
||||||
if (tx->Glowmap)
|
if (imgtex->Glowmap)
|
||||||
{
|
{
|
||||||
mTextureLayers.Push(tx->Glowmap);
|
mTextureLayers.Push(imgtex->Glowmap);
|
||||||
mLayerFlags |= TEXF_Glowmap;
|
mLayerFlags |= TEXF_Glowmap;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
|
@ -107,25 +107,25 @@ FMaterial::FMaterial(FTexture * tx, bool expanded)
|
||||||
mTextureLayers.Push(TexMan.ByIndex(1));
|
mTextureLayers.Push(TexMan.ByIndex(1));
|
||||||
}
|
}
|
||||||
|
|
||||||
if (tx->shaderindex >= FIRST_USER_SHADER)
|
if (imgtex->shaderindex >= FIRST_USER_SHADER)
|
||||||
{
|
{
|
||||||
const UserShaderDesc &usershader = usershaders[tx->shaderindex - FIRST_USER_SHADER];
|
const UserShaderDesc &usershader = usershaders[imgtex->shaderindex - FIRST_USER_SHADER];
|
||||||
if (usershader.shaderType == mShaderIndex) // Only apply user shader if it matches the expected material
|
if (usershader.shaderType == mShaderIndex) // Only apply user shader if it matches the expected material
|
||||||
{
|
{
|
||||||
for (auto &texture : tx->CustomShaderTextures)
|
for (auto &texture : imgtex->CustomShaderTextures)
|
||||||
{
|
{
|
||||||
if (texture == nullptr) continue;
|
if (texture == nullptr) continue;
|
||||||
mTextureLayers.Push(texture);
|
mTextureLayers.Push(texture);
|
||||||
}
|
}
|
||||||
mShaderIndex = tx->shaderindex;
|
mShaderIndex = tx->GetShaderIndex();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
mExpanded = expanded;
|
mExpanded = expanded;
|
||||||
|
|
||||||
mTextureLayers.ShrinkToFit();
|
mTextureLayers.ShrinkToFit();
|
||||||
tx->Material[expanded] = this;
|
imgtex->Material[expanded] = this;
|
||||||
if (tx->isHardwareCanvas()) tx->bTranslucent = 0;
|
if (tx->isHardwareCanvas()) tx->SetTranslucent(false);
|
||||||
}
|
}
|
||||||
|
|
||||||
//===========================================================================
|
//===========================================================================
|
||||||
|
@ -170,16 +170,17 @@ IHardwareTexture *FMaterial::GetLayer(int i, int translation, FTexture **pLayer)
|
||||||
//
|
//
|
||||||
//==========================================================================
|
//==========================================================================
|
||||||
|
|
||||||
FMaterial * FMaterial::ValidateTexture(FTexture * tex, bool expand, bool create)
|
FMaterial * FMaterial::ValidateTexture(FGameTexture * gtex, bool expand, bool create)
|
||||||
{
|
{
|
||||||
if (tex && tex->isValid())
|
if (gtex && gtex->isValid())
|
||||||
{
|
{
|
||||||
|
auto tex = gtex->GetTexture();
|
||||||
if (!tex->ShouldExpandSprite()) expand = false;
|
if (!tex->ShouldExpandSprite()) expand = false;
|
||||||
|
|
||||||
FMaterial *hwtex = tex->Material[expand];
|
FMaterial *hwtex = tex->Material[expand];
|
||||||
if (hwtex == NULL && create)
|
if (hwtex == NULL && create)
|
||||||
{
|
{
|
||||||
hwtex = new FMaterial(tex, expand);
|
hwtex = new FMaterial(gtex, expand);
|
||||||
}
|
}
|
||||||
return hwtex;
|
return hwtex;
|
||||||
}
|
}
|
||||||
|
@ -188,7 +189,7 @@ FMaterial * FMaterial::ValidateTexture(FTexture * tex, bool expand, bool create)
|
||||||
|
|
||||||
FMaterial * FMaterial::ValidateTexture(FTextureID no, bool expand, bool translate, bool create)
|
FMaterial * FMaterial::ValidateTexture(FTextureID no, bool expand, bool translate, bool create)
|
||||||
{
|
{
|
||||||
return ValidateTexture(TexMan.GetTexture(no, translate), expand, create);
|
return ValidateTexture(TexMan.GetGameTexture(no, translate), expand, create);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
|
@ -8,18 +8,6 @@
|
||||||
struct FRemapTable;
|
struct FRemapTable;
|
||||||
class IHardwareTexture;
|
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,
|
|
||||||
};
|
|
||||||
|
|
||||||
|
|
||||||
//===========================================================================
|
//===========================================================================
|
||||||
//
|
//
|
||||||
// this is the material class for OpenGL.
|
// this is the material class for OpenGL.
|
||||||
|
@ -35,15 +23,15 @@ class FMaterial
|
||||||
bool mExpanded;
|
bool mExpanded;
|
||||||
|
|
||||||
public:
|
public:
|
||||||
FTexture *sourcetex; // the owning texture.
|
FGameTexture *sourcetex; // the owning texture.
|
||||||
FTexture* imgtex; // the master texture for the backing image. Can be different from sourcetex and should not be in the layer array because that'd confuse the precacher.
|
FTexture* imgtex; // the first layer's texture image - should be moved into the array
|
||||||
|
|
||||||
FMaterial(FTexture *tex, bool forceexpand);
|
FMaterial(FGameTexture *tex, bool forceexpand);
|
||||||
~FMaterial();
|
~FMaterial();
|
||||||
int GetLayerFlags() const { return mLayerFlags; }
|
int GetLayerFlags() const { return mLayerFlags; }
|
||||||
int GetShaderIndex() const { return mShaderIndex; }
|
int GetShaderIndex() const { return mShaderIndex; }
|
||||||
|
|
||||||
FTexture* Source() const
|
FGameTexture* Source() const
|
||||||
{
|
{
|
||||||
return sourcetex;
|
return sourcetex;
|
||||||
}
|
}
|
||||||
|
@ -54,7 +42,7 @@ public:
|
||||||
}
|
}
|
||||||
void AddTextureLayer(FTexture *tex)
|
void AddTextureLayer(FTexture *tex)
|
||||||
{
|
{
|
||||||
ValidateTexture(tex, false);
|
//ValidateTexture(tex, false);
|
||||||
mTextureLayers.Push(tex);
|
mTextureLayers.Push(tex);
|
||||||
}
|
}
|
||||||
bool isExpanded() const
|
bool isExpanded() const
|
||||||
|
@ -70,7 +58,7 @@ public:
|
||||||
IHardwareTexture *GetLayer(int i, int translation, FTexture **pLayer = nullptr);
|
IHardwareTexture *GetLayer(int i, int translation, FTexture **pLayer = nullptr);
|
||||||
|
|
||||||
|
|
||||||
static FMaterial *ValidateTexture(FTexture * tex, bool expand, bool create = true);
|
static FMaterial *ValidateTexture(FGameTexture * tex, bool expand, bool create = true);
|
||||||
static FMaterial *ValidateTexture(FTextureID no, bool expand, bool trans, bool create = true);
|
static FMaterial *ValidateTexture(FTextureID no, bool expand, bool trans, bool create = true);
|
||||||
const TArray<FTexture*> &GetLayerArray() const
|
const TArray<FTexture*> &GetLayerArray() const
|
||||||
{
|
{
|
||||||
|
|
|
@ -140,8 +140,7 @@ void FMultipatchTextureBuilder::MakeTexture(BuildInfo &buildinfo, ETextureType u
|
||||||
FImageTexture *tex = new FImageTexture(nullptr, buildinfo.Name);
|
FImageTexture *tex = new FImageTexture(nullptr, buildinfo.Name);
|
||||||
tex->SetUseType(usetype);
|
tex->SetUseType(usetype);
|
||||||
tex->bMultiPatch = true;
|
tex->bMultiPatch = true;
|
||||||
tex->Width = buildinfo.Width;
|
tex->SetSize(buildinfo.Width, buildinfo.Height);
|
||||||
tex->Height = buildinfo.Height;
|
|
||||||
tex->_LeftOffset[0] = buildinfo.LeftOffset[0];
|
tex->_LeftOffset[0] = buildinfo.LeftOffset[0];
|
||||||
tex->_LeftOffset[1] = buildinfo.LeftOffset[1];
|
tex->_LeftOffset[1] = buildinfo.LeftOffset[1];
|
||||||
tex->_TopOffset[0] = buildinfo.TopOffset[0];
|
tex->_TopOffset[0] = buildinfo.TopOffset[0];
|
||||||
|
|
|
@ -1050,7 +1050,7 @@ void FTexCoordInfo::GetFromTexture(FTexture *tex, float x, float y, bool forcewo
|
||||||
{
|
{
|
||||||
if (x == 1.f)
|
if (x == 1.f)
|
||||||
{
|
{
|
||||||
mRenderWidth = tex->GetScaledWidth();
|
mRenderWidth = tex->GetDisplayWidth();
|
||||||
mScale.X = (float)tex->Scale.X;
|
mScale.X = (float)tex->Scale.X;
|
||||||
mTempScale.X = 1.f;
|
mTempScale.X = 1.f;
|
||||||
}
|
}
|
||||||
|
@ -1064,7 +1064,7 @@ void FTexCoordInfo::GetFromTexture(FTexture *tex, float x, float y, bool forcewo
|
||||||
|
|
||||||
if (y == 1.f)
|
if (y == 1.f)
|
||||||
{
|
{
|
||||||
mRenderHeight = tex->GetScaledHeight();
|
mRenderHeight = tex->GetDisplayHeight();
|
||||||
mScale.Y = (float)tex->Scale.Y;
|
mScale.Y = (float)tex->Scale.Y;
|
||||||
mTempScale.Y = 1.f;
|
mTempScale.Y = 1.f;
|
||||||
}
|
}
|
||||||
|
|
|
@ -245,25 +245,10 @@ struct SpritePositioningInfo
|
||||||
class FTexture
|
class FTexture
|
||||||
{
|
{
|
||||||
friend class FGameTexture; // only for the porting work
|
friend class FGameTexture; // only for the porting work
|
||||||
friend class GLDefsParser;
|
friend class FTexture;
|
||||||
friend class FMultipatchTextureBuilder;
|
|
||||||
|
|
||||||
// The serializer also needs access to more specific info that shouldn't be accessible through the interface.
|
|
||||||
friend FSerializer &Serialize(FSerializer &arc, const char *key, FTextureID &value, FTextureID *defval);
|
|
||||||
|
|
||||||
// For now only give access to classes which cannot be reworked yet. None of these should remain here when all is done.
|
|
||||||
friend class FWarpTexture;
|
|
||||||
friend class FMaterial;
|
|
||||||
friend class OpenGLRenderer::FGLRenderState; // For now this needs access to some fields in ApplyMaterial. This should be rerouted through the Material class
|
|
||||||
friend class VkRenderState;
|
|
||||||
friend class PolyRenderState;
|
|
||||||
friend struct FTexCoordInfo;
|
friend struct FTexCoordInfo;
|
||||||
friend class OpenGLRenderer::FHardwareTexture;
|
friend class FMultipatchTextureBuilder;
|
||||||
friend class VkHardwareTexture;
|
friend class FMaterial;
|
||||||
friend class PolyHardwareTexture;
|
|
||||||
friend class FMultiPatchTexture;
|
|
||||||
friend class FSkyBox;
|
|
||||||
friend class FBrightmapTexture;
|
|
||||||
friend class FFont;
|
friend class FFont;
|
||||||
|
|
||||||
|
|
||||||
|
@ -623,6 +608,18 @@ struct FTexCoordInfo
|
||||||
void GetFromTexture(FGameTexture* tex, float x, float y, bool forceworldpanning);
|
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,
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
//-----------------------------------------------------------------------------
|
//-----------------------------------------------------------------------------
|
||||||
//
|
//
|
||||||
// Todo: Get rid of this
|
// Todo: Get rid of this
|
||||||
|
@ -685,6 +682,7 @@ public:
|
||||||
void SetTranslucent(bool on) { wrapped.bTranslucent = on; }
|
void SetTranslucent(bool on) { wrapped.bTranslucent = on; }
|
||||||
ETextureType GetUseType() const { return wrapped.GetUseType(); }
|
ETextureType GetUseType() const { return wrapped.GetUseType(); }
|
||||||
void SetUseType(ETextureType type) { wrapped.SetUseType(type); }
|
void SetUseType(ETextureType type) { wrapped.SetUseType(type); }
|
||||||
|
int GetShaderIndex() const { return wrapped.shaderindex; }
|
||||||
float GetShaderSpeed() const { return wrapped.GetShaderSpeed(); }
|
float GetShaderSpeed() const { return wrapped.GetShaderSpeed(); }
|
||||||
uint16_t GetRotations() const { return wrapped.GetRotations(); }
|
uint16_t GetRotations() const { return wrapped.GetRotations(); }
|
||||||
void SetRotations(int index) { wrapped.SetRotations(index); }
|
void SetRotations(int index) { wrapped.SetRotations(index); }
|
||||||
|
@ -712,6 +710,8 @@ public:
|
||||||
if (lay.CustomShaderTextures[i]) wrapped.CustomShaderTextures[i] = lay.CustomShaderTextures[i]->GetTexture();
|
if (lay.CustomShaderTextures[i]) wrapped.CustomShaderTextures[i] = lay.CustomShaderTextures[i]->GetTexture();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
float GetGlossiness() const { return wrapped.Glossiness; }
|
||||||
|
float GetSpecularLevel() const { return wrapped.SpecularLevel; }
|
||||||
|
|
||||||
void CopySize(FGameTexture* BaseTexture)
|
void CopySize(FGameTexture* BaseTexture)
|
||||||
{
|
{
|
||||||
|
@ -757,6 +757,13 @@ public:
|
||||||
}
|
}
|
||||||
bool GetSkyFlip() { return isSkybox() ? static_cast<FSkyBox*>(&wrapped)->fliptop : false; }
|
bool GetSkyFlip() { return isSkybox() ? static_cast<FSkyBox*>(&wrapped)->fliptop : false; }
|
||||||
|
|
||||||
|
int GetClampMode(int clampmode)
|
||||||
|
{
|
||||||
|
if (GetUseType() == ETextureType::SWCanvas) clampmode = CLAMP_NOFILTER;
|
||||||
|
else if (isHardwareCanvas()) clampmode = CLAMP_CAMTEX;
|
||||||
|
else if ((isWarped() || wrapped.shaderindex >= FIRST_USER_SHADER) && clampmode <= CLAMP_XY) clampmode = CLAMP_NONE;
|
||||||
|
return clampmode;
|
||||||
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
|
|
|
@ -991,8 +991,9 @@ class GLDefsParser
|
||||||
|
|
||||||
sc.MustGetString();
|
sc.MustGetString();
|
||||||
|
|
||||||
FSkyBox * sb = new FSkyBox(sc.String);
|
FString s = sc.String;
|
||||||
sb->Name.ToUpper();
|
s.ToUpper();
|
||||||
|
FSkyBox * sb = new FSkyBox(s);
|
||||||
if (sc.CheckString("fliptop"))
|
if (sc.CheckString("fliptop"))
|
||||||
{
|
{
|
||||||
sb->fliptop = true;
|
sb->fliptop = true;
|
||||||
|
@ -1009,7 +1010,7 @@ class GLDefsParser
|
||||||
}
|
}
|
||||||
if (facecount != 3 && facecount != 6)
|
if (facecount != 3 && facecount != 6)
|
||||||
{
|
{
|
||||||
sc.ScriptError("%s: Skybox definition requires either 3 or 6 faces", sb->Name.GetChars());
|
sc.ScriptError("%s: Skybox definition requires either 3 or 6 faces", sb->GetName().GetChars());
|
||||||
}
|
}
|
||||||
sb->SetSize();
|
sb->SetSize();
|
||||||
TexMan.AddTexture(sb);
|
TexMan.AddTexture(sb);
|
||||||
|
|
|
@ -336,7 +336,7 @@ void Wiper_Burn::SetTextures(FGameTexture *startscreen, FGameTexture *endscreen)
|
||||||
startScreen = startscreen;
|
startScreen = startscreen;
|
||||||
endScreen = endscreen;
|
endScreen = endscreen;
|
||||||
BurnTexture = new FBurnTexture(WIDTH, HEIGHT);
|
BurnTexture = new FBurnTexture(WIDTH, HEIGHT);
|
||||||
auto mat = FMaterial::ValidateTexture(endScreen->GetTexture(), false);
|
auto mat = FMaterial::ValidateTexture(reinterpret_cast<FGameTexture*>(endScreen->GetTexture()), false);
|
||||||
mat->AddTextureLayer(BurnTexture);
|
mat->AddTextureLayer(BurnTexture);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -297,12 +297,13 @@ sector_t *FGLRenderer::RenderView(player_t* player)
|
||||||
|
|
||||||
void FGLRenderer::BindToFrameBuffer(FMaterial *mat)
|
void FGLRenderer::BindToFrameBuffer(FMaterial *mat)
|
||||||
{
|
{
|
||||||
auto BaseLayer = static_cast<FHardwareTexture*>(mat->GetLayer(0, 0));
|
FTexture* layer;
|
||||||
|
auto BaseLayer = static_cast<FHardwareTexture*>(mat->GetLayer(0, 0, &layer));
|
||||||
|
|
||||||
if (BaseLayer == nullptr)
|
if (BaseLayer == nullptr)
|
||||||
{
|
{
|
||||||
// must create the hardware texture first
|
// must create the hardware texture first
|
||||||
BaseLayer->BindOrCreate(mat->sourcetex, 0, 0, 0, 0);
|
BaseLayer->BindOrCreate(layer, 0, 0, 0, 0);
|
||||||
FHardwareTexture::Unbind(0);
|
FHardwareTexture::Unbind(0);
|
||||||
gl_RenderState.ClearLastMaterial();
|
gl_RenderState.ClearLastMaterial();
|
||||||
}
|
}
|
||||||
|
@ -318,7 +319,7 @@ void FGLRenderer::BindToFrameBuffer(FMaterial *mat)
|
||||||
void FGLRenderer::RenderTextureView(FCanvasTexture *tex, AActor *Viewpoint, double FOV)
|
void FGLRenderer::RenderTextureView(FCanvasTexture *tex, AActor *Viewpoint, double FOV)
|
||||||
{
|
{
|
||||||
// This doesn't need to clear the fake flat cache. It can be shared between camera textures and the main view of a scene.
|
// This doesn't need to clear the fake flat cache. It can be shared between camera textures and the main view of a scene.
|
||||||
FMaterial * gltex = FMaterial::ValidateTexture(tex, false);
|
FMaterial * gltex = FMaterial::ValidateTexture(reinterpret_cast<FGameTexture*>(tex), false);
|
||||||
|
|
||||||
float ratio = (float)tex->GetDisplayWidthDouble() / (float)tex->GetDisplayHeightDouble();
|
float ratio = (float)tex->GetDisplayWidthDouble() / (float)tex->GetDisplayHeightDouble();
|
||||||
|
|
||||||
|
|
|
@ -308,12 +308,11 @@ void FGLRenderState::ApplyMaterial(FMaterial *mat, int clampmode, int translatio
|
||||||
}
|
}
|
||||||
auto tex = mat->Source();
|
auto tex = mat->Source();
|
||||||
mEffectState = overrideshader >= 0 ? overrideshader : mat->GetShaderIndex();
|
mEffectState = overrideshader >= 0 ? overrideshader : mat->GetShaderIndex();
|
||||||
mShaderTimer = tex->shaderspeed;
|
mShaderTimer = tex->GetShaderSpeed();
|
||||||
SetSpecular(tex->Glossiness, tex->SpecularLevel);
|
SetSpecular(tex->GetGlossiness(), tex->GetSpecularLevel());
|
||||||
|
if (tex->isHardwareCanvas()) static_cast<FCanvasTexture*>(tex->GetTexture())->NeedUpdate();
|
||||||
|
|
||||||
if (tex->UseType == ETextureType::SWCanvas) clampmode = CLAMP_NOFILTER;
|
clampmode = tex->GetClampMode(clampmode);
|
||||||
if (tex->isHardwareCanvas()) clampmode = CLAMP_CAMTEX;
|
|
||||||
else if ((tex->isWarped() || tex->shaderindex >= FIRST_USER_SHADER) && clampmode <= CLAMP_XY) clampmode = CLAMP_NONE;
|
|
||||||
|
|
||||||
// avoid rebinding the same texture multiple times.
|
// avoid rebinding the same texture multiple times.
|
||||||
if (mat == lastMaterial && lastClamp == clampmode && translation == lastTranslation) return;
|
if (mat == lastMaterial && lastClamp == clampmode && translation == lastTranslation) return;
|
||||||
|
@ -328,7 +327,7 @@ void FGLRenderState::ApplyMaterial(FMaterial *mat, int clampmode, int translatio
|
||||||
int numLayers = mat->GetLayers();
|
int numLayers = mat->GetLayers();
|
||||||
auto base = static_cast<FHardwareTexture*>(mat->GetLayer(0, translation));
|
auto base = static_cast<FHardwareTexture*>(mat->GetLayer(0, translation));
|
||||||
|
|
||||||
if (base->BindOrCreate(tex, 0, clampmode, translation, flags))
|
if (base->BindOrCreate(tex->GetTexture(), 0, clampmode, translation, flags))
|
||||||
{
|
{
|
||||||
for (int i = 1; i<numLayers; i++)
|
for (int i = 1; i<numLayers; i++)
|
||||||
{
|
{
|
||||||
|
|
|
@ -308,7 +308,7 @@ IHardwareTexture *OpenGLFrameBuffer::CreateHardwareTexture()
|
||||||
|
|
||||||
void OpenGLFrameBuffer::PrecacheMaterial(FMaterial *mat, int translation)
|
void OpenGLFrameBuffer::PrecacheMaterial(FMaterial *mat, int translation)
|
||||||
{
|
{
|
||||||
if (mat->Source()->isSWCanvas()) return;
|
if (mat->Source()->GetUseType() == ETextureType::SWCanvas) return;
|
||||||
|
|
||||||
int flags = mat->isExpanded() ? CTF_Expand : 0;
|
int flags = mat->isExpanded() ? CTF_Expand : 0;
|
||||||
int numLayers = mat->GetLayers();
|
int numLayers = mat->GetLayers();
|
||||||
|
|
|
@ -346,7 +346,6 @@ bool FHardwareTexture::BindOrCreate(FTexture *tex, int texunit, int clampmode, i
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if (tex->isHardwareCanvas()) static_cast<FCanvasTexture*>(tex)->NeedUpdate();
|
|
||||||
GLRenderer->mSamplerManager->Bind(texunit, clampmode, 255);
|
GLRenderer->mSamplerManager->Bind(texunit, clampmode, 255);
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
|
@ -572,7 +572,7 @@ public:
|
||||||
void SetMaterial(FGameTexture* tex, bool expandmode, int clampmode, int translation, int overrideshader)
|
void SetMaterial(FGameTexture* tex, bool expandmode, int clampmode, int translation, int overrideshader)
|
||||||
{
|
{
|
||||||
expandmode &= tex->expandSprites();
|
expandmode &= tex->expandSprites();
|
||||||
SetMaterial(FMaterial::ValidateTexture(tex->GetTexture(), expandmode), clampmode, translation, overrideshader);
|
SetMaterial(FMaterial::ValidateTexture(tex, expandmode), clampmode, translation, overrideshader);
|
||||||
}
|
}
|
||||||
|
|
||||||
void SetClipSplit(float bottom, float top)
|
void SetClipSplit(float bottom, float top)
|
||||||
|
|
|
@ -50,7 +50,7 @@ static void PrecacheTexture(FTexture *tex, int cache)
|
||||||
{
|
{
|
||||||
if (cache & (FTextureManager::HIT_Wall | FTextureManager::HIT_Flat | FTextureManager::HIT_Sky))
|
if (cache & (FTextureManager::HIT_Wall | FTextureManager::HIT_Flat | FTextureManager::HIT_Sky))
|
||||||
{
|
{
|
||||||
FMaterial * gltex = FMaterial::ValidateTexture(tex, false);
|
FMaterial * gltex = FMaterial::ValidateTexture(reinterpret_cast<FGameTexture*>(tex), false);
|
||||||
if (gltex) screen->PrecacheMaterial(gltex, 0);
|
if (gltex) screen->PrecacheMaterial(gltex, 0);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -76,7 +76,7 @@ static void PrecacheList(FMaterial *gltex, SpriteHits& translations)
|
||||||
|
|
||||||
static void PrecacheSprite(FTexture *tex, SpriteHits &hits)
|
static void PrecacheSprite(FTexture *tex, SpriteHits &hits)
|
||||||
{
|
{
|
||||||
FMaterial * gltex = FMaterial::ValidateTexture(tex, true);
|
FMaterial * gltex = FMaterial::ValidateTexture(reinterpret_cast<FGameTexture*>(tex), true);
|
||||||
if (gltex) PrecacheList(gltex, hits);
|
if (gltex) PrecacheList(gltex, hits);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -198,7 +198,7 @@ void hw_PrecacheTexture(uint8_t *texhitlist, TMap<PClassActor*, bool> &actorhitl
|
||||||
{
|
{
|
||||||
if (texhitlist[i] & (FTextureManager::HIT_Wall | FTextureManager::HIT_Flat | FTextureManager::HIT_Sky))
|
if (texhitlist[i] & (FTextureManager::HIT_Wall | FTextureManager::HIT_Flat | FTextureManager::HIT_Sky))
|
||||||
{
|
{
|
||||||
FMaterial* mat = FMaterial::ValidateTexture(tex->GetTexture(), false, false);
|
FMaterial* mat = FMaterial::ValidateTexture(tex, false, false);
|
||||||
if (mat != nullptr)
|
if (mat != nullptr)
|
||||||
{
|
{
|
||||||
for (auto ftex : mat->GetLayerArray())
|
for (auto ftex : mat->GetLayerArray())
|
||||||
|
@ -209,7 +209,7 @@ void hw_PrecacheTexture(uint8_t *texhitlist, TMap<PClassActor*, bool> &actorhitl
|
||||||
}
|
}
|
||||||
if (spritehitlist[i] != nullptr && (*spritehitlist[i]).CountUsed() > 0)
|
if (spritehitlist[i] != nullptr && (*spritehitlist[i]).CountUsed() > 0)
|
||||||
{
|
{
|
||||||
FMaterial *mat = FMaterial::ValidateTexture(tex->GetTexture(), true, false);
|
FMaterial *mat = FMaterial::ValidateTexture(tex, true, false);
|
||||||
if (mat != nullptr)
|
if (mat != nullptr)
|
||||||
{
|
{
|
||||||
for (auto ftex : mat->GetLayerArray())
|
for (auto ftex : mat->GetLayerArray())
|
||||||
|
|
|
@ -377,7 +377,7 @@ sector_t *PolyFrameBuffer::RenderViewpoint(FRenderViewpoint &mainvp, AActor * ca
|
||||||
void PolyFrameBuffer::RenderTextureView(FCanvasTexture *tex, AActor *Viewpoint, double FOV)
|
void PolyFrameBuffer::RenderTextureView(FCanvasTexture *tex, AActor *Viewpoint, double FOV)
|
||||||
{
|
{
|
||||||
// This doesn't need to clear the fake flat cache. It can be shared between camera textures and the main view of a scene.
|
// This doesn't need to clear the fake flat cache. It can be shared between camera textures and the main view of a scene.
|
||||||
FMaterial *mat = FMaterial::ValidateTexture(tex, false);
|
FMaterial *mat = FMaterial::ValidateTexture(reinterpret_cast<FGameTexture*>(tex), false);
|
||||||
auto BaseLayer = static_cast<PolyHardwareTexture*>(mat->GetLayer(0, 0));
|
auto BaseLayer = static_cast<PolyHardwareTexture*>(mat->GetLayer(0, 0));
|
||||||
|
|
||||||
float ratio = (float)tex->GetDisplayWidthDouble() / (float)tex->GetDisplayHeightDouble();
|
float ratio = (float)tex->GetDisplayWidthDouble() / (float)tex->GetDisplayHeightDouble();
|
||||||
|
@ -534,7 +534,7 @@ void PolyFrameBuffer::CleanForRestart()
|
||||||
|
|
||||||
void PolyFrameBuffer::PrecacheMaterial(FMaterial *mat, int translation)
|
void PolyFrameBuffer::PrecacheMaterial(FMaterial *mat, int translation)
|
||||||
{
|
{
|
||||||
if (mat->Source()->isSWCanvas()) return;
|
if (mat->Source()->GetUseType() == ETextureType::SWCanvas) return;
|
||||||
|
|
||||||
int flags = mat->isExpanded() ? CTF_Expand : 0;
|
int flags = mat->isExpanded() ? CTF_Expand : 0;
|
||||||
FTexture* layer;
|
FTexture* layer;
|
||||||
|
|
|
@ -64,8 +64,7 @@ void PolyHardwareTexture::Reset()
|
||||||
|
|
||||||
DCanvas *PolyHardwareTexture::GetImage(FTexture *baselayer, const FMaterialState &state)
|
DCanvas *PolyHardwareTexture::GetImage(FTexture *baselayer, const FMaterialState &state)
|
||||||
{
|
{
|
||||||
FTexture *tex = state.mMaterial->Source();
|
FGameTexture *tex = state.mMaterial->Source();
|
||||||
if (tex->isHardwareCanvas()) static_cast<FCanvasTexture*>(tex)->NeedUpdate();
|
|
||||||
|
|
||||||
if (!mCanvas)
|
if (!mCanvas)
|
||||||
{
|
{
|
||||||
|
|
|
@ -281,7 +281,7 @@ void PolyRenderState::Apply()
|
||||||
}
|
}
|
||||||
|
|
||||||
if (mMaterial.mMaterial && mMaterial.mMaterial->Source())
|
if (mMaterial.mMaterial && mMaterial.mMaterial->Source())
|
||||||
mStreamData.timer = static_cast<float>((double)(screen->FrameTime - firstFrame) * (double)mMaterial.mMaterial->Source()->shaderspeed / 1000.);
|
mStreamData.timer = static_cast<float>((double)(screen->FrameTime - firstFrame) * (double)mMaterial.mMaterial->Source()->GetShaderSpeed() / 1000.);
|
||||||
else
|
else
|
||||||
mStreamData.timer = 0.0f;
|
mStreamData.timer = 0.0f;
|
||||||
|
|
||||||
|
|
|
@ -102,7 +102,7 @@ sector_t *SWSceneDrawer::RenderView(player_t *player)
|
||||||
fbtex.reset();
|
fbtex.reset();
|
||||||
fbtex.reset(new FWrapperTexture(screen->GetWidth(), screen->GetHeight(), V_IsTrueColor()));
|
fbtex.reset(new FWrapperTexture(screen->GetWidth(), screen->GetHeight(), V_IsTrueColor()));
|
||||||
fbtex->GetSystemTexture()->AllocateBuffer(screen->GetWidth(), screen->GetHeight(), V_IsTrueColor() ? 4 : 1);
|
fbtex->GetSystemTexture()->AllocateBuffer(screen->GetWidth(), screen->GetHeight(), V_IsTrueColor() ? 4 : 1);
|
||||||
auto mat = FMaterial::ValidateTexture(fbtex.get(), false);
|
auto mat = FMaterial::ValidateTexture(reinterpret_cast<FGameTexture*>(fbtex.get()), false);
|
||||||
mat->AddTextureLayer(PaletteTexture);
|
mat->AddTextureLayer(PaletteTexture);
|
||||||
|
|
||||||
Canvas.reset();
|
Canvas.reset();
|
||||||
|
|
|
@ -338,7 +338,7 @@ void VkRenderState::ApplyStreamData()
|
||||||
mStreamData.useVertexData = passManager->GetVertexFormat(static_cast<VKVertexBuffer*>(mVertexBuffer)->VertexFormat)->UseVertexData;
|
mStreamData.useVertexData = passManager->GetVertexFormat(static_cast<VKVertexBuffer*>(mVertexBuffer)->VertexFormat)->UseVertexData;
|
||||||
|
|
||||||
if (mMaterial.mMaterial && mMaterial.mMaterial->Source())
|
if (mMaterial.mMaterial && mMaterial.mMaterial->Source())
|
||||||
mStreamData.timer = static_cast<float>((double)(screen->FrameTime - firstFrame) * (double)mMaterial.mMaterial->Source()->shaderspeed / 1000.);
|
mStreamData.timer = static_cast<float>((double)(screen->FrameTime - firstFrame) * (double)mMaterial.mMaterial->Source()->GetShaderSpeed() / 1000.);
|
||||||
else
|
else
|
||||||
mStreamData.timer = 0.0f;
|
mStreamData.timer = 0.0f;
|
||||||
|
|
||||||
|
@ -386,7 +386,7 @@ void VkRenderState::ApplyPushConstants()
|
||||||
if (mMaterial.mMaterial)
|
if (mMaterial.mMaterial)
|
||||||
{
|
{
|
||||||
auto source = mMaterial.mMaterial->Source();
|
auto source = mMaterial.mMaterial->Source();
|
||||||
mPushConstants.uSpecularMaterial = { source->Glossiness, source->SpecularLevel };
|
mPushConstants.uSpecularMaterial = { source->GetGlossiness(), source->GetSpecularLevel() };
|
||||||
}
|
}
|
||||||
|
|
||||||
mPushConstants.uLightIndex = mLightIndex;
|
mPushConstants.uLightIndex = mLightIndex;
|
||||||
|
|
|
@ -516,7 +516,7 @@ sector_t *VulkanFrameBuffer::RenderViewpoint(FRenderViewpoint &mainvp, AActor *
|
||||||
void VulkanFrameBuffer::RenderTextureView(FCanvasTexture *tex, AActor *Viewpoint, double FOV)
|
void VulkanFrameBuffer::RenderTextureView(FCanvasTexture *tex, AActor *Viewpoint, double FOV)
|
||||||
{
|
{
|
||||||
// This doesn't need to clear the fake flat cache. It can be shared between camera textures and the main view of a scene.
|
// This doesn't need to clear the fake flat cache. It can be shared between camera textures and the main view of a scene.
|
||||||
FMaterial *mat = FMaterial::ValidateTexture(tex, false);
|
FMaterial *mat = FMaterial::ValidateTexture(reinterpret_cast<FGameTexture*>(tex), false);
|
||||||
auto BaseLayer = static_cast<VkHardwareTexture*>(mat->GetLayer(0, 0));
|
auto BaseLayer = static_cast<VkHardwareTexture*>(mat->GetLayer(0, 0));
|
||||||
|
|
||||||
float ratio = (float)tex->GetDisplayWidthDouble() / (float)tex->GetDisplayHeightDouble();
|
float ratio = (float)tex->GetDisplayWidthDouble() / (float)tex->GetDisplayHeightDouble();
|
||||||
|
@ -647,7 +647,7 @@ void VulkanFrameBuffer::CleanForRestart()
|
||||||
|
|
||||||
void VulkanFrameBuffer::PrecacheMaterial(FMaterial *mat, int translation)
|
void VulkanFrameBuffer::PrecacheMaterial(FMaterial *mat, int translation)
|
||||||
{
|
{
|
||||||
if (mat->Source()->isSWCanvas()) return;
|
if (mat->Source()->GetUseType() == ETextureType::SWCanvas) return;
|
||||||
|
|
||||||
// Textures that are already scaled in the texture lump will not get replaced by hires textures.
|
// Textures that are already scaled in the texture lump will not get replaced by hires textures.
|
||||||
int flags = mat->isExpanded() ? CTF_Expand : 0;
|
int flags = mat->isExpanded() ? CTF_Expand : 0;
|
||||||
|
|
|
@ -112,19 +112,15 @@ void VkHardwareTexture::ResetAllDescriptors()
|
||||||
VulkanDescriptorSet *VkHardwareTexture::GetDescriptorSet(const FMaterialState &state)
|
VulkanDescriptorSet *VkHardwareTexture::GetDescriptorSet(const FMaterialState &state)
|
||||||
{
|
{
|
||||||
FMaterial *mat = state.mMaterial;
|
FMaterial *mat = state.mMaterial;
|
||||||
FTexture *base = state.mMaterial->Source();
|
auto base = state.mMaterial->Source();
|
||||||
int clampmode = state.mClampMode;
|
int clampmode = state.mClampMode;
|
||||||
int translation = state.mTranslation;
|
int translation = state.mTranslation;
|
||||||
|
|
||||||
if (base->UseType == ETextureType::SWCanvas) clampmode = CLAMP_NOFILTER;
|
clampmode = base->GetClampMode(clampmode);
|
||||||
if (base->isHardwareCanvas()) clampmode = CLAMP_CAMTEX;
|
|
||||||
else if ((base->isWarped() || base->shaderindex >= FIRST_USER_SHADER) && clampmode <= CLAMP_XY) clampmode = CLAMP_NONE;
|
|
||||||
|
|
||||||
// Textures that are already scaled in the texture lump will not get replaced by hires textures.
|
// Textures that are already scaled in the texture lump will not get replaced by hires textures.
|
||||||
int flags = state.mMaterial->isExpanded() ? CTF_Expand : 0;
|
int flags = state.mMaterial->isExpanded() ? CTF_Expand : 0;
|
||||||
|
|
||||||
if (base->isHardwareCanvas()) static_cast<FCanvasTexture*>(base)->NeedUpdate();
|
|
||||||
|
|
||||||
for (auto &set : mDescriptorSets)
|
for (auto &set : mDescriptorSets)
|
||||||
{
|
{
|
||||||
if (set.descriptor && set.clampmode == clampmode && set.flags == flags) return set.descriptor.get();
|
if (set.descriptor && set.clampmode == clampmode && set.flags == flags) return set.descriptor.get();
|
||||||
|
|
Loading…
Reference in a new issue