raze-gles/source/build/src/texcache.cpp

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#include "baselayer.h"
#include "build.h"
#include "lz4.h"
#include "hightile.h"
#include "polymost.h"
#include "scriptfile.h"
#include "xxhash.h"
#include "kplib.h"
#include "vfs.h"
#include "textures.h"
#include "bitmap.h"
#include "../../glbackend/glbackend.h"
// External CVARs.
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extern int r_detailmapping, r_glowmapping, usehightile, r_useindexedcolortextures;
extern int fixpalette, fixpalswap;
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template<class T>
void FlipNonSquareBlock(T* dst, const T* src, int x, int y, int srcpitch)
{
for (int i = 0; i < x; ++i)
{
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for (int j = 0; j < y; ++j)
{
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dst[i * y + j] = src[i + j * srcpitch];
}
}
}
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//===========================================================================
//
// Create an indexed version of the requested texture
//
//===========================================================================
FHardwareTexture* GLInstance::CreateIndexedTexture(FTexture* tex)
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{
auto siz = tex->GetSize();
bool npoty = false;
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const uint8_t* p = tex->Get8BitPixels();
TArray<uint8_t> store(siz.x * siz.y, true);
if (!p)
{
tex->Create8BitPixels(store.Data());
p = store.Data();
}
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auto glpic = GLInterface.NewTexture();
glpic->CreateTexture(siz.x, siz.y, true, false);
TArray<uint8_t> flipped(siz.x * siz.y, true);
FlipNonSquareBlock(flipped.Data(), p, siz.y, siz.x, siz.y);
glpic->LoadTexture(flipped.Data());
return glpic;
}
//===========================================================================
//
// Create a true color version of the requested tile
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//
//===========================================================================
FHardwareTexture* GLInstance::CreateTrueColorTexture(FTexture* tex, int palid, bool checkfulltransparency)
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{
auto siz = tex->GetSize();
bool npoty = false;
auto palette = palid < 0? nullptr : palmanager.GetPaletteData(palid);
auto texbuffer = tex->CreateTexBuffer(palette, CTF_ProcessData);
// Check if the texture is fully transparent. When creating a brightmap such textures can be discarded.
if (checkfulltransparency)
{
int siz = texbuffer.mWidth * texbuffer.mHeight * 4;
bool found = false;
for (int i = 3; i < siz; i+=4)
{
if (texbuffer.mBuffer[i] > 0)
{
found = true;
break;
}
}
if (!found) return nullptr;
}
auto glpic = GLInterface.NewTexture();
glpic->CreateTexture(texbuffer.mWidth, texbuffer.mHeight, false, true);
glpic->LoadTexture(texbuffer.mBuffer);
return glpic;
}
//===========================================================================
//
// Retrieve the texture to be used.
//
//===========================================================================
FHardwareTexture* GLInstance::LoadTexture(FTexture* tex, int textype, int palid)
{
if (textype == TT_INDEXED) palid = -1;
auto phwtex = tex->GetHardwareTexture(palid);
if (phwtex) return *phwtex;
FHardwareTexture *hwtex;
if (textype == TT_INDEXED)
hwtex = CreateIndexedTexture(tex);
else
hwtex = CreateTrueColorTexture(tex, textype == TT_HICREPLACE? -1 : palid, textype == TT_BRIGHTMAP);
tex->SetHardwareTexture(palid, hwtex);
return hwtex;
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}
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//===========================================================================
//
// Sets a texture for rendering. This should be the ONLY place to bind in-game textures
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//
//===========================================================================
bool GLInstance::SetTextureInternal(int picnum, FTexture* tex, int palette, int method, int sampleroverride, float xpanning, float ypanning, FTexture *det, float detscale, FTexture *glow)
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{
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if (tex->GetWidth() <= 0 || tex->GetHeight() <= 0) return false;
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int usepalette = fixpalette >= 1 ? fixpalette - 1 : curbasepal;
int usepalswap = fixpalswap >= 1 ? fixpalswap - 1 : palette;
GLInterface.SetPalette(usepalette);
GLInterface.SetPalswap(usepalswap);
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TextureType = r_useindexedcolortextures? TT_INDEXED : TT_TRUECOLOR;
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int lookuppal = 0;
VSMatrix texmat;
auto rep = usehightile? tex->FindReplacement(palette) : nullptr;
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if (rep)
{
// Hightile replacements have only one texture representation and it is always the base.
tex = rep->faces[0];
TextureType = TT_HICREPLACE;
}
else
{
// Only look up the palette if we really want to use it (i.e. when creating a true color texture of an ART tile.)
if (!r_useindexedcolortextures) lookuppal = palmanager.LookupPalette(usepalette, usepalswap, false);
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}
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// Load the main texture
auto mtex = LoadTexture(tex, TextureType, lookuppal);
if (mtex)
{
auto sampler = (method & DAMETH_CLAMPED) ? (sampleroverride != -1 ? sampleroverride : SamplerClampXY) : SamplerRepeat;
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BindTexture(0, mtex, sampler);
if (rep && (rep->scale.x != 1.0f || rep->scale.y != 1.0f || xpanning != 0 || ypanning != 0))
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{
texmat.loadIdentity();
texmat.translate(xpanning, ypanning, 0);
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texmat.scale(rep->scale.x, rep->scale.y, 1.0f);
GLInterface.SetMatrix(Matrix_Texture, &texmat);
MatrixChange |= 1;
}
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// Also load additional layers needed for this texture.
if (r_detailmapping && usehightile)
{
float detscalex = detscale, detscaley = detscale;
if (!(method & DAMETH_MODEL))
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{
auto drep = tex->FindReplacement(DETAILPAL);
if (drep)
{
det = drep->faces[0];
detscalex = drep->scale.x;
detscaley = drep->scale.y;
}
}
if (det)
{
auto htex = LoadTexture(det, TT_HICREPLACE, 0);
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UseDetailMapping(true);
BindTexture(3, htex, SamplerRepeat);
// Q: Pass the scale factor as a separate uniform to get rid of the additional matrix?
if (MatrixChange & 1) MatrixChange |= 2;
else texmat.loadIdentity();
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if ((detscalex != 1.0f) || (detscaley != 1.0f))
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{
texmat.scale(detscalex, detscaley, 1.0f);
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MatrixChange |= 2;
}
if (MatrixChange & 2) GLInterface.SetMatrix(Matrix_Detail, &texmat);
}
}
if (r_glowmapping && usehightile)
{
if (!(method & DAMETH_MODEL))
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{
auto drep = tex->FindReplacement(DETAILPAL);
if (drep)
{
glow = drep->faces[0];
}
}
if (glow)
{
auto htex = LoadTexture(glow, TT_HICREPLACE, 0);
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UseGlowMapping(true);
BindTexture(4, htex, SamplerRepeat);
}
}
if (!(tex->PicAnim.sf & PICANM_NOFULLBRIGHT_BIT) && !(globalflags & GLOBAL_NO_GL_FULLBRIGHT))
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{
if (TextureType == TT_HICREPLACE)
{
auto brep = tex->FindReplacement(BRIGHTPAL);
if (brep)
{
auto htex = LoadTexture(brep->faces[0], TT_HICREPLACE, 0);
// UseBrightmapping(true);
BindTexture(5, mtex, sampler);
}
}
else if (TextureType == TT_TRUECOLOR)
{
lookuppal = palmanager.LookupPalette(usepalette, usepalswap, true);
if (lookuppal >= 0)
{
auto htex = LoadTexture(tex, TT_BRIGHTMAP, lookuppal);
// UseBrightmapping(true);
BindTexture(5, mtex, sampler);
}
}
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}
}
else return false;
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float al = 0;
if (TextureType == TT_HICREPLACE)
{
al = ((unsigned)picnum < MAXTILES && alphahackarray[picnum] != 0) ? alphahackarray[picnum] * (1.f / 255.f) :
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(tex->alphaThreshold >= 0.f ? tex->alphaThreshold : 0.f);
}
GLInterface.SetAlphaThreshold(al);
return true;
}