From d8128017077911438daa6a3795cd0671585ab7e9 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Sat, 18 Apr 2020 09:41:55 +0200 Subject: [PATCH] - moved the shader properties to FGameTexture. --- src/common/textures/hw_material.cpp | 7 +++--- src/common/textures/texture.cpp | 14 +++++------- src/common/textures/textures.h | 34 ++++++++++++++--------------- 3 files changed, 26 insertions(+), 29 deletions(-) diff --git a/src/common/textures/hw_material.cpp b/src/common/textures/hw_material.cpp index 9f78f5d72..d85b23f6b 100644 --- a/src/common/textures/hw_material.cpp +++ b/src/common/textures/hw_material.cpp @@ -109,9 +109,10 @@ FMaterial::FMaterial(FGameTexture * tx, int scaleflags) mTextureLayers.Push(placeholder->GetTexture()); } - if (imgtex->shaderindex >= FIRST_USER_SHADER) + auto index = tx->GetShaderIndex(); + if (index >= FIRST_USER_SHADER) { - const UserShaderDesc &usershader = usershaders[imgtex->shaderindex - FIRST_USER_SHADER]; + const UserShaderDesc &usershader = usershaders[index - FIRST_USER_SHADER]; if (usershader.shaderType == mShaderIndex) // Only apply user shader if it matches the expected material { for (auto &texture : tx->CustomShaderTextures) @@ -119,7 +120,7 @@ FMaterial::FMaterial(FGameTexture * tx, int scaleflags) if (texture == nullptr) continue; mTextureLayers.Push(texture.get()); } - mShaderIndex = tx->GetShaderIndex(); + mShaderIndex = index; } } } diff --git a/src/common/textures/texture.cpp b/src/common/textures/texture.cpp index 94f9309a7..e2dc6ee83 100644 --- a/src/common/textures/texture.cpp +++ b/src/common/textures/texture.cpp @@ -107,8 +107,6 @@ FTexture::FTexture (int lumpnum) FTexture::~FTexture () { - if (areas != nullptr) delete[] areas; - areas = nullptr; } //=========================================================================== @@ -281,12 +279,12 @@ void FTexture::GetGlowColor(float *data) // //=========================================================================== -int FTexture::GetAreas(FloatRect** pAreas) const +int FGameTexture::GetAreas(FloatRect** pAreas) const { if (shaderindex == SHADER_Default) // texture splitting can only be done if there's no attached effects { - *pAreas = areas; - return areacount; + *pAreas = Base->areas; + return Base->areacount; } else { @@ -314,8 +312,8 @@ bool FTexture::FindHoles(const unsigned char * buffer, int w, int h) if (areacount) return false; areacount = -1; //whatever happens next, it shouldn't be done twice! - // large textures are excluded for performance reasons - if (h>512) return false; + // large textures and non-images are excluded for performance reasons + if (h>512 || !GetImage()) return false; startdraw = -1; lendraw = 0; @@ -366,7 +364,7 @@ bool FTexture::FindHoles(const unsigned char * buffer, int w, int h) if (gapc > 0) { - FloatRect * rcs = new FloatRect[gapc]; + FloatRect* rcs = (FloatRect*)ImageArena.Alloc(gapc * sizeof(FloatRect)); // allocate this on the image arena for (x = 0; x < gapc; x++) { diff --git a/src/common/textures/textures.h b/src/common/textures/textures.h index 5e4f71f8f..d73fdf28c 100644 --- a/src/common/textures/textures.h +++ b/src/common/textures/textures.h @@ -283,12 +283,6 @@ protected: int GlowHeight = 128; PalEntry GlowColor = 0; - float Glossiness = 10.f; - float SpecularLevel = 0.1f; - float shaderspeed = 1.f; - int shaderindex = 0; - - public: IHardwareTexture* GetHardwareTexture(int translation, int scaleflags); @@ -307,7 +301,6 @@ public: bool isCanvas() const { return bHasCanvas; } int isWarped() const { return bWarped; } int GetRotations() const { return Rotations; } - float GetShaderSpeed() const { return shaderspeed; } void SetRotations(int rot) { Rotations = int16_t(rot); } void SetNoDecals(bool on) { bNoDecals = on; } @@ -324,7 +317,6 @@ public: bool isFullbright() const { return bFullbright; } bool FindHoles(const unsigned char * buffer, int w, int h); int GetSourceLump() const { return SourceLump; } - void SetSpeed(float fac) { shaderspeed = fac; } bool UseWorldPanning() const { return bWorldPanning; } void SetWorldPanning(bool on) { bWorldPanning = on; } @@ -548,6 +540,12 @@ class FGameTexture ISoftwareTexture* SoftwareTexture = nullptr; FMaterial* Material[4] = { }; + // Material properties + float Glossiness = 10.f; + float SpecularLevel = 0.1f; + float shaderspeed = 1.f; + int shaderindex = 0; + public: FGameTexture(FTexture* wrap, const char *name); ~FGameTexture(); @@ -600,8 +598,6 @@ public: void SetNoDecals(bool on) { Base->bNoDecals = on; } void SetTranslucent(bool on) { Base->bTranslucent = on; } void SetUseType(ETextureType type) { UseType = type; } - int GetShaderIndex() const { return Base->shaderindex; } - float GetShaderSpeed() const { return Base->GetShaderSpeed(); } uint16_t GetRotations() const { return Base->GetRotations(); } void SetRotations(int index) { Base->SetRotations(index); } void SetSkyOffset(int ofs) { Base->SetSkyOffset(ofs); } @@ -621,13 +617,15 @@ public: return Material[num]; } - void SetShaderSpeed(float speed) { Base->shaderspeed = speed; } - void SetShaderIndex(int index) { Base->shaderindex = index; } + int GetShaderIndex() const { return shaderindex; } + float GetShaderSpeed() const { return shaderspeed; } + void SetShaderSpeed(float speed) { shaderspeed = speed; } + void SetShaderIndex(int index) { shaderindex = index; } void SetShaderLayers(MaterialLayers& lay) { // Only update layers that have something defind. - if (lay.Glossiness > -1000) Base->Glossiness = lay.Glossiness; - if (lay.SpecularLevel > -1000) Base->SpecularLevel = lay.SpecularLevel; + if (lay.Glossiness > -1000) Glossiness = lay.Glossiness; + if (lay.SpecularLevel > -1000) SpecularLevel = lay.SpecularLevel; if (lay.Brightmap) Brightmap = lay.Brightmap->GetTexture(); if (lay.Normal) Normal = lay.Normal->GetTexture(); if (lay.Specular) Specular = lay.Specular->GetTexture(); @@ -639,8 +637,8 @@ public: if (lay.CustomShaderTextures[i]) CustomShaderTextures[i] = lay.CustomShaderTextures[i]->GetTexture(); } } - float GetGlossiness() const { return Base->Glossiness; } - float GetSpecularLevel() const { return Base->SpecularLevel; } + float GetGlossiness() const { return Glossiness; } + float GetSpecularLevel() const { return SpecularLevel; } void CopySize(FGameTexture* BaseTexture) { @@ -693,7 +691,7 @@ public: } const SpritePositioningInfo& GetSpritePositioning(int which) { if (spi == nullptr) SetupSpriteData(); return spi[which]; } - int GetAreas(FloatRect** pAreas) const { return Base->GetAreas(pAreas); } + int GetAreas(FloatRect** pAreas) const; bool GetTranslucency() { @@ -711,7 +709,7 @@ public: { if (GetUseType() == ETextureType::SWCanvas) clampmode = CLAMP_NOFILTER; else if (isHardwareCanvas()) clampmode = CLAMP_CAMTEX; - else if ((isWarped() || Base->shaderindex >= FIRST_USER_SHADER) && clampmode <= CLAMP_XY) clampmode = CLAMP_NONE; + else if ((isWarped() || shaderindex >= FIRST_USER_SHADER) && clampmode <= CLAMP_XY) clampmode = CLAMP_NONE; return clampmode; } };