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
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@ -415,8 +415,6 @@ void FFont::ReadSheetFont(TArray<FolderEntry> &folderdata, int width, int height
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FImageTexture *tex = new FImageTexture(image, "");
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tex->SetUseType(ETextureType::FontChar);
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tex->bMultiPatch = true;
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tex->Width = width;
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tex->Height = height;
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tex->_LeftOffset[0] =
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tex->_LeftOffset[1] =
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tex->_TopOffset[0] =
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@ -36,21 +36,21 @@ IHardwareTexture* CreateHardwareTexture();
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//
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//===========================================================================
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FMaterial::FMaterial(FTexture * tx, bool expanded)
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FMaterial::FMaterial(FGameTexture * tx, bool expanded)
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{
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mShaderIndex = SHADER_Default;
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sourcetex = tx;
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imgtex = tx;
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imgtex = tx->GetTexture();
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if (tx->UseType == ETextureType::SWCanvas && static_cast<FWrapperTexture*>(tx)->GetColorFormat() == 0)
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if (tx->GetUseType() == ETextureType::SWCanvas && static_cast<FWrapperTexture*>(imgtex)->GetColorFormat() == 0)
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{
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mShaderIndex = SHADER_Paletted;
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}
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else if (tx->isHardwareCanvas())
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{
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if (tx->shaderindex >= FIRST_USER_SHADER)
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if (tx->GetShaderIndex() >= FIRST_USER_SHADER)
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{
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mShaderIndex = tx->shaderindex;
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mShaderIndex = tx->GetShaderIndex();
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}
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// no brightmap for cameratexture
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}
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@ -60,17 +60,17 @@ FMaterial::FMaterial(FTexture * tx, bool expanded)
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{
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mShaderIndex = tx->isWarped(); // This picks SHADER_Warp1 or SHADER_Warp2
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}
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else if (tx->Normal && tx->Specular)
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else if (imgtex->Normal && imgtex->Specular)
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{
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for (auto &texture : { tx->Normal, tx->Specular })
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for (auto &texture : { imgtex->Normal, imgtex->Specular })
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{
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mTextureLayers.Push(texture);
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}
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mShaderIndex = SHADER_Specular;
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}
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else if (tx->Normal && tx->Metallic && tx->Roughness && tx->AmbientOcclusion)
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else if (imgtex->Normal && imgtex->Metallic && imgtex->Roughness && imgtex->AmbientOcclusion)
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{
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for (auto &texture : { tx->Normal, tx->Metallic, tx->Roughness, tx->AmbientOcclusion })
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for (auto &texture : { imgtex->Normal, imgtex->Metallic, imgtex->Roughness, imgtex->AmbientOcclusion })
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{
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mTextureLayers.Push(texture);
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}
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@ -78,28 +78,28 @@ FMaterial::FMaterial(FTexture * tx, bool expanded)
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}
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// Note that these layers must present a valid texture even if not used, because empty TMUs in the shader are an undefined condition.
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tx->CreateDefaultBrightmap();
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if (tx->Brightmap)
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imgtex->CreateDefaultBrightmap();
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if (imgtex->Brightmap)
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{
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mTextureLayers.Push(tx->Brightmap);
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mTextureLayers.Push(imgtex->Brightmap);
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mLayerFlags |= TEXF_Brightmap;
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}
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else
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{
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mTextureLayers.Push(TexMan.ByIndex(1));
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}
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if (tx->Detailmap)
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if (imgtex->Detailmap)
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{
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mTextureLayers.Push(tx->Detailmap);
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mTextureLayers.Push(imgtex->Detailmap);
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mLayerFlags |= TEXF_Detailmap;
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}
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else
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{
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mTextureLayers.Push(TexMan.ByIndex(1));
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}
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if (tx->Glowmap)
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if (imgtex->Glowmap)
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{
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mTextureLayers.Push(tx->Glowmap);
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mTextureLayers.Push(imgtex->Glowmap);
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mLayerFlags |= TEXF_Glowmap;
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}
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else
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@ -107,25 +107,25 @@ FMaterial::FMaterial(FTexture * tx, bool expanded)
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mTextureLayers.Push(TexMan.ByIndex(1));
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}
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if (tx->shaderindex >= FIRST_USER_SHADER)
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if (imgtex->shaderindex >= FIRST_USER_SHADER)
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{
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const UserShaderDesc &usershader = usershaders[tx->shaderindex - FIRST_USER_SHADER];
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const UserShaderDesc &usershader = usershaders[imgtex->shaderindex - FIRST_USER_SHADER];
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if (usershader.shaderType == mShaderIndex) // Only apply user shader if it matches the expected material
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{
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for (auto &texture : tx->CustomShaderTextures)
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for (auto &texture : imgtex->CustomShaderTextures)
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{
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if (texture == nullptr) continue;
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mTextureLayers.Push(texture);
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}
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mShaderIndex = tx->shaderindex;
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mShaderIndex = tx->GetShaderIndex();
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}
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}
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}
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mExpanded = expanded;
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mTextureLayers.ShrinkToFit();
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tx->Material[expanded] = this;
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if (tx->isHardwareCanvas()) tx->bTranslucent = 0;
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imgtex->Material[expanded] = this;
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if (tx->isHardwareCanvas()) tx->SetTranslucent(false);
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}
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//===========================================================================
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@ -170,16 +170,17 @@ IHardwareTexture *FMaterial::GetLayer(int i, int translation, FTexture **pLayer)
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//
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//==========================================================================
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FMaterial * FMaterial::ValidateTexture(FTexture * tex, bool expand, bool create)
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FMaterial * FMaterial::ValidateTexture(FGameTexture * gtex, bool expand, bool create)
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{
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if (tex && tex->isValid())
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if (gtex && gtex->isValid())
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{
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auto tex = gtex->GetTexture();
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if (!tex->ShouldExpandSprite()) expand = false;
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FMaterial *hwtex = tex->Material[expand];
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if (hwtex == NULL && create)
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{
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hwtex = new FMaterial(tex, expand);
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hwtex = new FMaterial(gtex, expand);
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}
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return hwtex;
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}
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@ -188,7 +189,7 @@ FMaterial * FMaterial::ValidateTexture(FTexture * tex, bool expand, bool create)
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FMaterial * FMaterial::ValidateTexture(FTextureID no, bool expand, bool translate, bool create)
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{
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return ValidateTexture(TexMan.GetTexture(no, translate), expand, create);
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return ValidateTexture(TexMan.GetGameTexture(no, translate), expand, create);
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}
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@ -8,18 +8,6 @@
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struct FRemapTable;
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class IHardwareTexture;
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enum
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{
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CLAMP_NONE = 0,
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CLAMP_X = 1,
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CLAMP_Y = 2,
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CLAMP_XY = 3,
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CLAMP_XY_NOMIP = 4,
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CLAMP_NOFILTER = 5,
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CLAMP_CAMTEX = 6,
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};
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//===========================================================================
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//
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// this is the material class for OpenGL.
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@ -35,15 +23,15 @@ class FMaterial
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bool mExpanded;
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public:
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FTexture *sourcetex; // the owning texture.
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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.
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FGameTexture *sourcetex; // the owning texture.
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FTexture* imgtex; // the first layer's texture image - should be moved into the array
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FMaterial(FTexture *tex, bool forceexpand);
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FMaterial(FGameTexture *tex, bool forceexpand);
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~FMaterial();
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int GetLayerFlags() const { return mLayerFlags; }
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int GetShaderIndex() const { return mShaderIndex; }
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FTexture* Source() const
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FGameTexture* Source() const
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{
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return sourcetex;
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}
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@ -54,7 +42,7 @@ public:
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}
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void AddTextureLayer(FTexture *tex)
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{
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ValidateTexture(tex, false);
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//ValidateTexture(tex, false);
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mTextureLayers.Push(tex);
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}
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bool isExpanded() const
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@ -70,7 +58,7 @@ public:
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IHardwareTexture *GetLayer(int i, int translation, FTexture **pLayer = nullptr);
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static FMaterial *ValidateTexture(FTexture * tex, bool expand, bool create = true);
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static FMaterial *ValidateTexture(FGameTexture * tex, bool expand, bool create = true);
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static FMaterial *ValidateTexture(FTextureID no, bool expand, bool trans, bool create = true);
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const TArray<FTexture*> &GetLayerArray() const
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{
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@ -140,8 +140,7 @@ void FMultipatchTextureBuilder::MakeTexture(BuildInfo &buildinfo, ETextureType u
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FImageTexture *tex = new FImageTexture(nullptr, buildinfo.Name);
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tex->SetUseType(usetype);
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tex->bMultiPatch = true;
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tex->Width = buildinfo.Width;
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tex->Height = buildinfo.Height;
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tex->SetSize(buildinfo.Width, buildinfo.Height);
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tex->_LeftOffset[0] = buildinfo.LeftOffset[0];
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tex->_LeftOffset[1] = buildinfo.LeftOffset[1];
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tex->_TopOffset[0] = buildinfo.TopOffset[0];
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@ -1050,7 +1050,7 @@ void FTexCoordInfo::GetFromTexture(FTexture *tex, float x, float y, bool forcewo
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{
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if (x == 1.f)
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{
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mRenderWidth = tex->GetScaledWidth();
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mRenderWidth = tex->GetDisplayWidth();
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mScale.X = (float)tex->Scale.X;
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mTempScale.X = 1.f;
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}
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@ -1064,7 +1064,7 @@ void FTexCoordInfo::GetFromTexture(FTexture *tex, float x, float y, bool forcewo
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if (y == 1.f)
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{
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mRenderHeight = tex->GetScaledHeight();
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mRenderHeight = tex->GetDisplayHeight();
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mScale.Y = (float)tex->Scale.Y;
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mTempScale.Y = 1.f;
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}
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@ -245,25 +245,10 @@ struct SpritePositioningInfo
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class FTexture
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{
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friend class FGameTexture; // only for the porting work
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friend class GLDefsParser;
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friend class FMultipatchTextureBuilder;
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// The serializer also needs access to more specific info that shouldn't be accessible through the interface.
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friend FSerializer &Serialize(FSerializer &arc, const char *key, FTextureID &value, FTextureID *defval);
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// For now only give access to classes which cannot be reworked yet. None of these should remain here when all is done.
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friend class FWarpTexture;
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friend class FMaterial;
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friend class OpenGLRenderer::FGLRenderState; // For now this needs access to some fields in ApplyMaterial. This should be rerouted through the Material class
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friend class VkRenderState;
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friend class PolyRenderState;
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friend class FTexture;
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friend struct FTexCoordInfo;
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friend class OpenGLRenderer::FHardwareTexture;
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friend class VkHardwareTexture;
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friend class PolyHardwareTexture;
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friend class FMultiPatchTexture;
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friend class FSkyBox;
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friend class FBrightmapTexture;
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friend class FMultipatchTextureBuilder;
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friend class FMaterial;
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friend class FFont;
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@ -623,6 +608,18 @@ struct FTexCoordInfo
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void GetFromTexture(FGameTexture* tex, float x, float y, bool forceworldpanning);
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};
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enum
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{
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CLAMP_NONE = 0,
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CLAMP_X = 1,
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CLAMP_Y = 2,
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CLAMP_XY = 3,
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CLAMP_XY_NOMIP = 4,
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CLAMP_NOFILTER = 5,
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CLAMP_CAMTEX = 6,
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};
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//-----------------------------------------------------------------------------
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//
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// Todo: Get rid of this
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@ -685,6 +682,7 @@ public:
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void SetTranslucent(bool on) { wrapped.bTranslucent = on; }
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ETextureType GetUseType() const { return wrapped.GetUseType(); }
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void SetUseType(ETextureType type) { wrapped.SetUseType(type); }
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int GetShaderIndex() const { return wrapped.shaderindex; }
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float GetShaderSpeed() const { return wrapped.GetShaderSpeed(); }
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uint16_t GetRotations() const { return wrapped.GetRotations(); }
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void SetRotations(int index) { wrapped.SetRotations(index); }
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if (lay.CustomShaderTextures[i]) wrapped.CustomShaderTextures[i] = lay.CustomShaderTextures[i]->GetTexture();
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}
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}
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float GetGlossiness() const { return wrapped.Glossiness; }
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float GetSpecularLevel() const { return wrapped.SpecularLevel; }
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void CopySize(FGameTexture* BaseTexture)
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{
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@ -757,6 +757,13 @@ public:
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}
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bool GetSkyFlip() { return isSkybox() ? static_cast<FSkyBox*>(&wrapped)->fliptop : false; }
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int GetClampMode(int clampmode)
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{
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if (GetUseType() == ETextureType::SWCanvas) clampmode = CLAMP_NOFILTER;
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else if (isHardwareCanvas()) clampmode = CLAMP_CAMTEX;
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else if ((isWarped() || wrapped.shaderindex >= FIRST_USER_SHADER) && clampmode <= CLAMP_XY) clampmode = CLAMP_NONE;
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return clampmode;
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}
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};
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@ -991,8 +991,9 @@ class GLDefsParser
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sc.MustGetString();
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FSkyBox * sb = new FSkyBox(sc.String);
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sb->Name.ToUpper();
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FString s = sc.String;
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s.ToUpper();
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FSkyBox * sb = new FSkyBox(s);
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if (sc.CheckString("fliptop"))
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{
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sb->fliptop = true;
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@ -1009,7 +1010,7 @@ class GLDefsParser
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}
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if (facecount != 3 && facecount != 6)
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{
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sc.ScriptError("%s: Skybox definition requires either 3 or 6 faces", sb->Name.GetChars());
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sc.ScriptError("%s: Skybox definition requires either 3 or 6 faces", sb->GetName().GetChars());
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}
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sb->SetSize();
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TexMan.AddTexture(sb);
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@ -336,7 +336,7 @@ void Wiper_Burn::SetTextures(FGameTexture *startscreen, FGameTexture *endscreen)
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startScreen = startscreen;
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endScreen = endscreen;
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BurnTexture = new FBurnTexture(WIDTH, HEIGHT);
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auto mat = FMaterial::ValidateTexture(endScreen->GetTexture(), false);
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auto mat = FMaterial::ValidateTexture(reinterpret_cast<FGameTexture*>(endScreen->GetTexture()), false);
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mat->AddTextureLayer(BurnTexture);
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}
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@ -297,12 +297,13 @@ sector_t *FGLRenderer::RenderView(player_t* player)
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void FGLRenderer::BindToFrameBuffer(FMaterial *mat)
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{
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auto BaseLayer = static_cast<FHardwareTexture*>(mat->GetLayer(0, 0));
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FTexture* layer;
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auto BaseLayer = static_cast<FHardwareTexture*>(mat->GetLayer(0, 0, &layer));
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if (BaseLayer == nullptr)
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{
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// must create the hardware texture first
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BaseLayer->BindOrCreate(mat->sourcetex, 0, 0, 0, 0);
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BaseLayer->BindOrCreate(layer, 0, 0, 0, 0);
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FHardwareTexture::Unbind(0);
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gl_RenderState.ClearLastMaterial();
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}
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@ -318,7 +319,7 @@ void FGLRenderer::BindToFrameBuffer(FMaterial *mat)
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void FGLRenderer::RenderTextureView(FCanvasTexture *tex, AActor *Viewpoint, double FOV)
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{
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// This doesn't need to clear the fake flat cache. It can be shared between camera textures and the main view of a scene.
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FMaterial * gltex = FMaterial::ValidateTexture(tex, false);
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FMaterial * gltex = FMaterial::ValidateTexture(reinterpret_cast<FGameTexture*>(tex), false);
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float ratio = (float)tex->GetDisplayWidthDouble() / (float)tex->GetDisplayHeightDouble();
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@ -308,12 +308,11 @@ void FGLRenderState::ApplyMaterial(FMaterial *mat, int clampmode, int translatio
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}
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auto tex = mat->Source();
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mEffectState = overrideshader >= 0 ? overrideshader : mat->GetShaderIndex();
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mShaderTimer = tex->shaderspeed;
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SetSpecular(tex->Glossiness, tex->SpecularLevel);
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mShaderTimer = tex->GetShaderSpeed();
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SetSpecular(tex->GetGlossiness(), tex->GetSpecularLevel());
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if (tex->isHardwareCanvas()) static_cast<FCanvasTexture*>(tex->GetTexture())->NeedUpdate();
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if (tex->UseType == ETextureType::SWCanvas) clampmode = CLAMP_NOFILTER;
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if (tex->isHardwareCanvas()) clampmode = CLAMP_CAMTEX;
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else if ((tex->isWarped() || tex->shaderindex >= FIRST_USER_SHADER) && clampmode <= CLAMP_XY) clampmode = CLAMP_NONE;
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clampmode = tex->GetClampMode(clampmode);
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// avoid rebinding the same texture multiple times.
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if (mat == lastMaterial && lastClamp == clampmode && translation == lastTranslation) return;
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@ -328,7 +327,7 @@ void FGLRenderState::ApplyMaterial(FMaterial *mat, int clampmode, int translatio
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int numLayers = mat->GetLayers();
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auto base = static_cast<FHardwareTexture*>(mat->GetLayer(0, translation));
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if (base->BindOrCreate(tex, 0, clampmode, translation, flags))
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if (base->BindOrCreate(tex->GetTexture(), 0, clampmode, translation, flags))
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{
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for (int i = 1; i<numLayers; i++)
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{
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@ -308,7 +308,7 @@ IHardwareTexture *OpenGLFrameBuffer::CreateHardwareTexture()
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void OpenGLFrameBuffer::PrecacheMaterial(FMaterial *mat, int translation)
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{
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if (mat->Source()->isSWCanvas()) return;
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if (mat->Source()->GetUseType() == ETextureType::SWCanvas) return;
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int flags = mat->isExpanded() ? CTF_Expand : 0;
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int numLayers = mat->GetLayers();
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@ -346,7 +346,6 @@ bool FHardwareTexture::BindOrCreate(FTexture *tex, int texunit, int clampmode, i
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return false;
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}
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}
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if (tex->isHardwareCanvas()) static_cast<FCanvasTexture*>(tex)->NeedUpdate();
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GLRenderer->mSamplerManager->Bind(texunit, clampmode, 255);
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return true;
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}
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@ -572,7 +572,7 @@ public:
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void SetMaterial(FGameTexture* tex, bool expandmode, int clampmode, int translation, int overrideshader)
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{
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expandmode &= tex->expandSprites();
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SetMaterial(FMaterial::ValidateTexture(tex->GetTexture(), expandmode), clampmode, translation, overrideshader);
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SetMaterial(FMaterial::ValidateTexture(tex, expandmode), clampmode, translation, overrideshader);
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}
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void SetClipSplit(float bottom, float top)
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|
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@ -50,7 +50,7 @@ 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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FMaterial * gltex = FMaterial::ValidateTexture(reinterpret_cast<FGameTexture*>(tex), false);
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if (gltex) screen->PrecacheMaterial(gltex, 0);
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}
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}
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|
@ -76,7 +76,7 @@ static void PrecacheList(FMaterial *gltex, SpriteHits& translations)
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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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FMaterial * gltex = FMaterial::ValidateTexture(reinterpret_cast<FGameTexture*>(tex), true);
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if (gltex) PrecacheList(gltex, hits);
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}
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|
@ -198,7 +198,7 @@ void hw_PrecacheTexture(uint8_t *texhitlist, TMap<PClassActor*, bool> &actorhitl
|
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{
|
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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);
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||||
if (mat != nullptr)
|
||||
{
|
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for (auto ftex : mat->GetLayerArray())
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|
@ -209,7 +209,7 @@ void hw_PrecacheTexture(uint8_t *texhitlist, TMap<PClassActor*, bool> &actorhitl
|
|||
}
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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)
|
||||
{
|
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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)
|
||||
{
|
||||
// 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));
|
||||
|
||||
float ratio = (float)tex->GetDisplayWidthDouble() / (float)tex->GetDisplayHeightDouble();
|
||||
|
@ -534,7 +534,7 @@ void PolyFrameBuffer::CleanForRestart()
|
|||
|
||||
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;
|
||||
FTexture* layer;
|
||||
|
|
|
@ -64,8 +64,7 @@ void PolyHardwareTexture::Reset()
|
|||
|
||||
DCanvas *PolyHardwareTexture::GetImage(FTexture *baselayer, const FMaterialState &state)
|
||||
{
|
||||
FTexture *tex = state.mMaterial->Source();
|
||||
if (tex->isHardwareCanvas()) static_cast<FCanvasTexture*>(tex)->NeedUpdate();
|
||||
FGameTexture *tex = state.mMaterial->Source();
|
||||
|
||||
if (!mCanvas)
|
||||
{
|
||||
|
|
|
@ -281,7 +281,7 @@ void PolyRenderState::Apply()
|
|||
}
|
||||
|
||||
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
|
||||
mStreamData.timer = 0.0f;
|
||||
|
||||
|
|
|
@ -102,7 +102,7 @@ sector_t *SWSceneDrawer::RenderView(player_t *player)
|
|||
fbtex.reset();
|
||||
fbtex.reset(new FWrapperTexture(screen->GetWidth(), screen->GetHeight(), V_IsTrueColor()));
|
||||
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);
|
||||
|
||||
Canvas.reset();
|
||||
|
|
|
@ -338,7 +338,7 @@ void VkRenderState::ApplyStreamData()
|
|||
mStreamData.useVertexData = passManager->GetVertexFormat(static_cast<VKVertexBuffer*>(mVertexBuffer)->VertexFormat)->UseVertexData;
|
||||
|
||||
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
|
||||
mStreamData.timer = 0.0f;
|
||||
|
||||
|
@ -386,7 +386,7 @@ void VkRenderState::ApplyPushConstants()
|
|||
if (mMaterial.mMaterial)
|
||||
{
|
||||
auto source = mMaterial.mMaterial->Source();
|
||||
mPushConstants.uSpecularMaterial = { source->Glossiness, source->SpecularLevel };
|
||||
mPushConstants.uSpecularMaterial = { source->GetGlossiness(), source->GetSpecularLevel() };
|
||||
}
|
||||
|
||||
mPushConstants.uLightIndex = mLightIndex;
|
||||
|
|
|
@ -516,7 +516,7 @@ sector_t *VulkanFrameBuffer::RenderViewpoint(FRenderViewpoint &mainvp, AActor *
|
|||
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.
|
||||
FMaterial *mat = FMaterial::ValidateTexture(tex, false);
|
||||
FMaterial *mat = FMaterial::ValidateTexture(reinterpret_cast<FGameTexture*>(tex), false);
|
||||
auto BaseLayer = static_cast<VkHardwareTexture*>(mat->GetLayer(0, 0));
|
||||
|
||||
float ratio = (float)tex->GetDisplayWidthDouble() / (float)tex->GetDisplayHeightDouble();
|
||||
|
@ -647,7 +647,7 @@ void VulkanFrameBuffer::CleanForRestart()
|
|||
|
||||
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.
|
||||
int flags = mat->isExpanded() ? CTF_Expand : 0;
|
||||
|
|
|
@ -112,19 +112,15 @@ void VkHardwareTexture::ResetAllDescriptors()
|
|||
VulkanDescriptorSet *VkHardwareTexture::GetDescriptorSet(const FMaterialState &state)
|
||||
{
|
||||
FMaterial *mat = state.mMaterial;
|
||||
FTexture *base = state.mMaterial->Source();
|
||||
auto base = state.mMaterial->Source();
|
||||
int clampmode = state.mClampMode;
|
||||
int translation = state.mTranslation;
|
||||
|
||||
if (base->UseType == ETextureType::SWCanvas) clampmode = CLAMP_NOFILTER;
|
||||
if (base->isHardwareCanvas()) clampmode = CLAMP_CAMTEX;
|
||||
else if ((base->isWarped() || base->shaderindex >= FIRST_USER_SHADER) && clampmode <= CLAMP_XY) clampmode = CLAMP_NONE;
|
||||
clampmode = base->GetClampMode(clampmode);
|
||||
|
||||
// Textures that are already scaled in the texture lump will not get replaced by hires textures.
|
||||
int flags = state.mMaterial->isExpanded() ? CTF_Expand : 0;
|
||||
|
||||
if (base->isHardwareCanvas()) static_cast<FCanvasTexture*>(base)->NeedUpdate();
|
||||
|
||||
for (auto &set : mDescriptorSets)
|
||||
{
|
||||
if (set.descriptor && set.clampmode == clampmode && set.flags == flags) return set.descriptor.get();
|
||||
|
|
Loading…
Reference in a new issue