// //--------------------------------------------------------------------------- // // Copyright(C) 2004-2016 Christoph Oelckers // All rights reserved. // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Lesser General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Lesser General Public License for more details. // // You should have received a copy of the GNU Lesser General Public License // along with this program. If not, see http://www.gnu.org/licenses/ // //-------------------------------------------------------------------------- // #include "filesystem.h" #include "m_png.h" #include "c_dispatch.h" #include "hw_ihwtexture.h" #include "hw_material.h" #include "texturemanager.h" #include "c_cvars.h" #include "v_video.h" //=========================================================================== // // Constructor // //=========================================================================== FMaterial::FMaterial(FGameTexture * tx, int scaleflags) { mShaderIndex = SHADER_Default; sourcetex = tx; auto imgtex = tx->GetTexture(); mTextureLayers.Push({ imgtex, scaleflags, -1 }); if (tx->GetUseType() == ETextureType::SWCanvas && static_cast(imgtex)->GetColorFormat() == 0) { mShaderIndex = SHADER_Paletted; } else if (tx->isHardwareCanvas()) { if (tx->GetShaderIndex() >= FIRST_USER_SHADER) { mShaderIndex = tx->GetShaderIndex(); } mTextureLayers.Last().clampflags = CLAMP_CAMTEX; // no additional layers for cameratexture } else { if (tx->isWarped()) { mShaderIndex = tx->isWarped(); // This picks SHADER_Warp1 or SHADER_Warp2 } // Note that the material takes no ownership of the texture! else if (tx->Normal.get() && tx->Specular.get()) { for (auto &texture : { tx->Normal.get(), tx->Specular.get() }) { mTextureLayers.Push({ texture, 0, -1 }); } mShaderIndex = SHADER_Specular; } else if (tx->Normal.get() && tx->Metallic.get() && tx->Roughness.get() && tx->AmbientOcclusion.get()) { for (auto &texture : { tx->Normal.get(), tx->Metallic.get(), tx->Roughness.get(), tx->AmbientOcclusion.get() }) { mTextureLayers.Push({ texture, 0, -1 }); } mShaderIndex = SHADER_PBR; } // 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(); auto placeholder = TexMan.GameByIndex(1); if (tx->Brightmap.get()) { mTextureLayers.Push({ tx->Brightmap.get(), scaleflags, -1 }); mLayerFlags |= TEXF_Brightmap; } else { mTextureLayers.Push({ placeholder->GetTexture(), 0, -1 }); } if (tx->Detailmap.get()) { mTextureLayers.Push({ tx->Detailmap.get(), 0, CLAMP_NONE }); mLayerFlags |= TEXF_Detailmap; } else { mTextureLayers.Push({ placeholder->GetTexture(), 0, -1 }); } if (tx->Glowmap.get()) { mTextureLayers.Push({ tx->Glowmap.get(), scaleflags, -1 }); mLayerFlags |= TEXF_Glowmap; } else { mTextureLayers.Push({ placeholder->GetTexture(), 0, -1 }); } auto index = tx->GetShaderIndex(); if (index >= 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) { if (texture == nullptr) continue; mTextureLayers.Push({ texture.get(), 0 }); // scalability should be user-definable. } mShaderIndex = index; } } } mScaleFlags = scaleflags; mTextureLayers.ShrinkToFit(); tx->Material[scaleflags] = this; if (tx->isHardwareCanvas()) tx->SetTranslucent(false); } //=========================================================================== // // Destructor // //=========================================================================== FMaterial::~FMaterial() { } //=========================================================================== // // // //=========================================================================== IHardwareTexture *FMaterial::GetLayer(int i, int translation, MaterialLayerInfo **pLayer) const { auto &layer = mTextureLayers[i]; if (pLayer) *pLayer = &layer; if (layer.layerTexture) return layer.layerTexture->GetHardwareTexture(translation, layer.scaleFlags); return nullptr; } //========================================================================== // // Gets a texture from the texture manager and checks its validity for // GL rendering. // //========================================================================== FMaterial * FMaterial::ValidateTexture(FGameTexture * gtex, int scaleflags, bool create) { if (gtex && gtex->isValid()) { if (!gtex->expandSprites()) scaleflags &= ~CTF_Expand; FMaterial *hwtex = gtex->Material[scaleflags]; if (hwtex == NULL && create) { hwtex = screen->CreateMaterial(gtex, scaleflags); } return hwtex; } return NULL; } void DeleteMaterial(FMaterial* mat) { delete mat; }