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# pragma once
# include <stdint.h>
# include "vectors.h"
# include "floatrect.h"
# include "refcounted.h"
# include "xs_Float.h"
# include "palentry.h"
# include "zstring.h"
# include "textureid.h"
// 15 because 0th texture is our texture
# define MAX_CUSTOM_HW_SHADER_TEXTURES 15
class FTexture ;
class ISoftwareTexture ;
class FMaterial ;
struct SpritePositioningInfo
{
uint16_t trim [ 4 ] ;
int spriteWidth , spriteHeight ;
float mSpriteU [ 2 ] , mSpriteV [ 2 ] ;
FloatRect mSpriteRect ;
uint8_t mTrimResult ;
float GetSpriteUL ( ) const { return mSpriteU [ 0 ] ; }
float GetSpriteVT ( ) const { return mSpriteV [ 0 ] ; }
float GetSpriteUR ( ) const { return mSpriteU [ 1 ] ; }
float GetSpriteVB ( ) const { return mSpriteV [ 1 ] ; }
const FloatRect & GetSpriteRect ( ) const
{
return mSpriteRect ;
}
} ;
struct MaterialLayers
{
float Glossiness ;
float SpecularLevel ;
FGameTexture * Brightmap ;
FGameTexture * Normal ;
FGameTexture * Specular ;
FGameTexture * Metallic ;
FGameTexture * Roughness ;
FGameTexture * AmbientOcclusion ;
FGameTexture * CustomShaderTextures [ MAX_CUSTOM_HW_SHADER_TEXTURES ] ;
} ;
enum EGameTexFlags
{
GTexf_NoDecals = 1 , // Decals should not stick to texture
GTexf_WorldPanning = 2 , // Texture is panned in world units rather than texels
GTexf_FullNameTexture = 4 , // Name is taken from the file system.
GTexf_Glowing = 8 , // Texture emits a glow
GTexf_AutoGlowing = 16 , // Glow info is determined from texture image.
GTexf_RenderFullbright = 32 , // always draw fullbright
GTexf_DisableFullbrightSprites = 64 , // This texture will not be displayed as fullbright sprite
GTexf_BrightmapChecked = 128 , // Check for a colormap-based brightmap was already done.
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GTexf_AutoMaterialsAdded = 256 , // AddAutoMaterials has been called on this texture.
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GTexf_OffsetsNotForFont = 512 , // The offsets must be ignored when using this texture in a font.
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} ;
// Refactoring helper to allow piece by piece adjustment of the API
class FGameTexture
{
friend class FMaterial ;
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friend class GLDefsParser ; // this needs access to set up the texture properly
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// Material layers. These are shared so reference counting is used.
RefCountedPtr < FTexture > Base ;
RefCountedPtr < FTexture > Brightmap ;
RefCountedPtr < FTexture > Detailmap ;
RefCountedPtr < FTexture > Glowmap ;
RefCountedPtr < FTexture > Normal ; // Normal map texture
RefCountedPtr < FTexture > Specular ; // Specular light texture for the diffuse+normal+specular light model
RefCountedPtr < FTexture > Metallic ; // Metalness texture for the physically based rendering (PBR) light model
RefCountedPtr < FTexture > Roughness ; // Roughness texture for PBR
RefCountedPtr < FTexture > AmbientOcclusion ; // Ambient occlusion texture for PBR
RefCountedPtr < FTexture > CustomShaderTextures [ MAX_CUSTOM_HW_SHADER_TEXTURES ] ; // Custom texture maps for custom hardware shaders
FString Name ;
FTextureID id ;
uint16_t TexelWidth , TexelHeight ;
int16_t LeftOffset [ 2 ] , TopOffset [ 2 ] ;
float DisplayWidth , DisplayHeight ;
float ScaleX , ScaleY ;
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int8_t shouldUpscaleFlag = 1 ;
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ETextureType UseType = ETextureType : : Wall ; // This texture's primary purpose
SpritePositioningInfo * spi = nullptr ;
ISoftwareTexture * SoftwareTexture = nullptr ;
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FMaterial * Material [ 5 ] = { } ;
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// Material properties
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FVector2 detailScale = { 1.f , 1.f } ;
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float Glossiness = 10.f ;
float SpecularLevel = 0.1f ;
float shaderspeed = 1.f ;
int shaderindex = 0 ;
int flags = 0 ;
uint8_t warped = 0 ;
int8_t expandSprite = - 1 ;
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uint16_t GlowHeight = 128 ;
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PalEntry GlowColor = 0 ;
int16_t SkyOffset = 0 ;
uint16_t Rotations = 0xffff ;
public :
float alphaThreshold = 0.5f ;
FGameTexture ( FTexture * wrap , const char * name ) ;
~ FGameTexture ( ) ;
void Setup ( FTexture * wrap ) ;
FTextureID GetID ( ) const { return id ; }
void SetID ( FTextureID newid ) { id = newid ; } // should only be called by the texture manager
const FString & GetName ( ) const { return Name ; }
void SetName ( const char * name ) { Name = name ; } // should only be called by setup code.
float GetScaleX ( ) { return ScaleX ; }
float GetScaleY ( ) { return ScaleY ; }
float GetDisplayWidth ( ) const { return DisplayWidth ; }
float GetDisplayHeight ( ) const { return DisplayHeight ; }
int GetTexelWidth ( ) const { return TexelWidth ; }
int GetTexelHeight ( ) const { return TexelHeight ; }
void CreateDefaultBrightmap ( ) ;
void AddAutoMaterials ( ) ;
bool ShouldExpandSprite ( ) ;
void SetupSpriteData ( ) ;
void SetSpriteRect ( ) ;
ETextureType GetUseType ( ) const { return UseType ; }
void SetUpscaleFlag ( int what ) { shouldUpscaleFlag = what ; }
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int GetUpscaleFlag ( ) { return shouldUpscaleFlag = = 1 ; }
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FTexture * GetTexture ( ) { return Base . get ( ) ; }
int GetSourceLump ( ) const { return Base - > GetSourceLump ( ) ; }
void SetBrightmap ( FGameTexture * tex ) { Brightmap = tex - > GetTexture ( ) ; }
int GetTexelLeftOffset ( int adjusted = 0 ) const { return LeftOffset [ adjusted ] ; }
int GetTexelTopOffset ( int adjusted = 0 ) const { return TopOffset [ adjusted ] ; }
float GetDisplayLeftOffset ( int adjusted = 0 ) const { return LeftOffset [ adjusted ] / ScaleX ; }
float GetDisplayTopOffset ( int adjusted = 0 ) const { return TopOffset [ adjusted ] / ScaleY ; }
bool isMiscPatch ( ) const { return GetUseType ( ) = = ETextureType : : MiscPatch ; } // only used by the intermission screen to decide whether to tile the background image or not.
bool isFullbrightDisabled ( ) const { return ! ! ( flags & GTexf_DisableFullbrightSprites ) ; }
bool isFullbright ( ) const { return ! ! ( flags & GTexf_RenderFullbright ) ; }
bool isFullNameTexture ( ) const { return ! ! ( flags & GTexf_FullNameTexture ) ; }
bool expandSprites ( ) { return expandSprite = = - 1 ? ShouldExpandSprite ( ) : ! ! expandSprite ; }
bool useWorldPanning ( ) const { return ! ! ( flags & GTexf_WorldPanning ) ; }
void SetWorldPanning ( bool on ) { if ( on ) flags | = GTexf_WorldPanning ; else flags & = ~ GTexf_WorldPanning ; }
bool allowNoDecals ( ) const { return ! ! ( flags & GTexf_NoDecals ) ; }
void SetNoDecals ( bool on ) { if ( on ) flags | = GTexf_NoDecals ; else flags & = ~ GTexf_NoDecals ; }
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void SetOffsetsNotForFont ( ) { flags | = GTexf_OffsetsNotForFont ; }
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bool isValid ( ) const { return UseType ! = ETextureType : : Null ; }
int isWarped ( ) { return warped ; }
void SetWarpStyle ( int style ) { warped = style ; }
bool isMasked ( ) { return Base - > Masked ; }
bool isHardwareCanvas ( ) const { return Base - > isHardwareCanvas ( ) ; } // There's two here so that this can deal with software canvases in the hardware renderer later.
bool isSoftwareCanvas ( ) const { return Base - > isCanvas ( ) ; }
void SetTranslucent ( bool on ) { Base - > bTranslucent = on ; }
void SetUseType ( ETextureType type ) { UseType = type ; }
int GetRotations ( ) const { return Rotations ; }
void SetRotations ( int rot ) { Rotations = int16_t ( rot ) ; }
void SetSkyOffset ( int offs ) { SkyOffset = offs ; }
int GetSkyOffset ( ) const { return SkyOffset ; }
ISoftwareTexture * GetSoftwareTexture ( )
{
return SoftwareTexture ;
}
void SetSoftwareTexture ( ISoftwareTexture * swtex )
{
SoftwareTexture = swtex ;
}
FMaterial * GetMaterial ( int num )
{
return Material [ num ] ;
}
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 ) 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 ( ) ;
if ( lay . Metallic ) Metallic = lay . Metallic - > GetTexture ( ) ;
if ( lay . Roughness ) Roughness = lay . Roughness - > GetTexture ( ) ;
if ( lay . AmbientOcclusion ) AmbientOcclusion = lay . AmbientOcclusion - > GetTexture ( ) ;
for ( int i = 0 ; i < MAX_CUSTOM_HW_SHADER_TEXTURES ; i + + )
{
if ( lay . CustomShaderTextures [ i ] ) CustomShaderTextures [ i ] = lay . CustomShaderTextures [ i ] - > GetTexture ( ) ;
}
}
float GetGlossiness ( ) const { return Glossiness ; }
float GetSpecularLevel ( ) const { return SpecularLevel ; }
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void CopySize ( FGameTexture * BaseTexture , bool forfont = false )
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{
Base - > CopySize ( BaseTexture - > Base . get ( ) ) ;
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SetDisplaySize ( BaseTexture - > GetDisplayWidth ( ) , BaseTexture - > GetDisplayHeight ( ) ) ;
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if ( ! forfont | | ! ( BaseTexture - > flags & GTexf_OffsetsNotForFont ) )
{
SetOffsets ( 0 , BaseTexture - > GetTexelLeftOffset ( 0 ) , BaseTexture - > GetTexelTopOffset ( 0 ) ) ;
SetOffsets ( 1 , BaseTexture - > GetTexelLeftOffset ( 1 ) , BaseTexture - > GetTexelTopOffset ( 1 ) ) ;
}
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}
// Glowing is a pure material property that should not filter down to the actual texture objects.
void GetGlowColor ( float * data ) ;
bool isGlowing ( ) const { return ! ! ( flags & GTexf_Glowing ) ; }
bool isAutoGlowing ( ) const { return ! ! ( flags & GTexf_AutoGlowing ) ; }
int GetGlowHeight ( ) const { return GlowHeight ; }
void SetAutoGlowing ( ) { flags | = ( GTexf_AutoGlowing | GTexf_Glowing | GTexf_RenderFullbright ) ; }
void SetGlowHeight ( int v ) { GlowHeight = v ; }
void SetFullbright ( ) { flags | = GTexf_RenderFullbright ; }
void SetDisableFullbright ( bool on ) { if ( on ) flags | = GTexf_DisableFullbrightSprites ; else flags & = ~ GTexf_DisableFullbrightSprites ; }
void SetGlowing ( PalEntry color ) { flags = ( flags & ~ GTexf_AutoGlowing ) | GTexf_Glowing ; GlowColor = color ; }
bool isUserContent ( ) const ;
int CheckRealHeight ( ) { return xs_RoundToInt ( Base - > CheckRealHeight ( ) / ScaleY ) ; }
void SetSize ( int x , int y )
{
TexelWidth = x ;
TexelHeight = y ;
SetDisplaySize ( float ( x ) , float ( y ) ) ;
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if ( GetTexture ( ) ) GetTexture ( ) - > SetSize ( x , y ) ;
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}
void SetDisplaySize ( float w , float h )
{
DisplayWidth = w ;
DisplayHeight = h ;
ScaleX = TexelWidth / w ;
ScaleY = TexelHeight / h ;
// compensate for roundoff errors
if ( int ( ScaleX * w ) ! = TexelWidth ) ScaleX + = ( 1 / 65536. ) ;
if ( int ( ScaleY * h ) ! = TexelHeight ) ScaleY + = ( 1 / 65536. ) ;
}
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void SetBase ( FTexture * Tex )
{
Base = Tex ;
}
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void SetOffsets ( int which , int x , int y )
{
LeftOffset [ which ] = x ;
TopOffset [ which ] = y ;
}
void SetOffsets ( int x , int y )
{
LeftOffset [ 0 ] = x ;
TopOffset [ 0 ] = y ;
LeftOffset [ 1 ] = x ;
TopOffset [ 1 ] = y ;
}
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void SetScale ( float x , float y )
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{
ScaleX = x ;
ScaleY = y ;
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DisplayWidth = TexelWidth / x ;
DisplayHeight = TexelHeight / y ;
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}
const SpritePositioningInfo & GetSpritePositioning ( int which ) { if ( spi = = nullptr ) SetupSpriteData ( ) ; return spi [ which ] ; }
int GetAreas ( FloatRect * * pAreas ) const ;
bool GetTranslucency ( )
{
return Base - > GetTranslucency ( ) ;
}
int GetClampMode ( int clampmode )
{
if ( GetUseType ( ) = = ETextureType : : SWCanvas ) clampmode = CLAMP_NOFILTER ;
else if ( isHardwareCanvas ( ) ) clampmode = CLAMP_CAMTEX ;
else if ( ( isWarped ( ) | | shaderindex > = FIRST_USER_SHADER ) & & clampmode < = CLAMP_XY ) clampmode = CLAMP_NONE ;
return clampmode ;
}
void CleanHardwareData ( bool full = true ) ;
void GetLayers ( TArray < FTexture * > & layers )
{
layers . Clear ( ) ;
for ( auto tex : { Base . get ( ) , Brightmap . get ( ) , Detailmap . get ( ) , Glowmap . get ( ) , Normal . get ( ) , Specular . get ( ) , Metallic . get ( ) , Roughness . get ( ) , AmbientOcclusion . get ( ) } )
{
if ( tex ! = nullptr ) layers . Push ( tex ) ;
}
for ( auto & tex : CustomShaderTextures )
{
if ( tex ! = nullptr ) layers . Push ( tex . get ( ) ) ;
}
}
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FVector2 GetDetailScale ( ) const
{
return detailScale ;
}
void SetDetailScale ( float x , float y )
{
detailScale . X = x ;
detailScale . Y = y ;
}
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FTexture * GetBrightmap ( )
{
if ( Brightmap . get ( ) | | ( flags & GTexf_BrightmapChecked ) ) return Brightmap . get ( ) ;
CreateDefaultBrightmap ( ) ;
return Brightmap . get ( ) ;
}
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FTexture * GetGlowmap ( )
{
return Glowmap . get ( ) ;
}
FTexture * GetDetailmap ( )
{
return Detailmap . get ( ) ;
}
void SetGlowmap ( FTexture * T )
{
Glowmap = T ;
}
void SetDetailmap ( FTexture * T )
{
Detailmap = T ;
}
void SetNormalmap ( FTexture * T )
{
Normal = T ;
}
void SetSpecularmap ( FTexture * T )
{
Specular = T ;
}
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} ;
inline FGameTexture * MakeGameTexture ( FTexture * tex , const char * name , ETextureType useType )
{
if ( ! tex ) return nullptr ;
auto t = new FGameTexture ( tex , name ) ;
t - > SetUseType ( useType ) ;
return t ;
}
enum EUpscaleFlags
{
UF_None = 0 ,
UF_Texture = 1 ,
UF_Sprite = 2 ,
UF_Font = 4
} ;
extern int upscalemask ;
void UpdateUpscaleMask ( ) ;
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void calcShouldUpscale ( FGameTexture * tex ) ;
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inline int shouldUpscale ( FGameTexture * tex , EUpscaleFlags UseType )
{
// This only checks the global scale mask and the texture's validation for upscaling. Everything else has been done up front elsewhere.
if ( ! ( upscalemask & UseType ) ) return 0 ;
return tex - > GetUpscaleFlag ( ) ;
}
struct FTexCoordInfo
{
int mRenderWidth ;
int mRenderHeight ;
int mWidth ;
FVector2 mScale ;
FVector2 mTempScale ;
bool mWorldPanning ;
float FloatToTexU ( float v ) const { return v / mRenderWidth ; }
float FloatToTexV ( float v ) const { return v / mRenderHeight ; }
float RowOffset ( float ofs ) const ;
float TextureOffset ( float ofs ) const ;
float TextureAdjustWidth ( ) const ;
void GetFromTexture ( FGameTexture * tex , float x , float y , bool forceworldpanning ) ;
} ;