mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-30 13:21:04 +00:00
399 lines
13 KiB
C++
399 lines
13 KiB
C++
#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.
|
|
GTexf_AutoMaterialsAdded = 256, // AddAutoMaterials has been called on this texture.
|
|
GTexf_OffsetsNotForFont = 512, // The offsets must be ignored when using this texture in a font.
|
|
};
|
|
|
|
// Refactoring helper to allow piece by piece adjustment of the API
|
|
class FGameTexture
|
|
{
|
|
friend class FMaterial;
|
|
friend class GLDefsParser; // this needs access to set up the texture properly
|
|
|
|
// 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;
|
|
|
|
int8_t shouldUpscaleFlag = 1;
|
|
ETextureType UseType = ETextureType::Wall; // This texture's primary purpose
|
|
SpritePositioningInfo* spi = nullptr;
|
|
|
|
ISoftwareTexture* SoftwareTexture = nullptr;
|
|
FMaterial* Material[5] = { };
|
|
|
|
// Material properties
|
|
FVector2 detailScale = { 1.f, 1.f };
|
|
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;
|
|
uint16_t GlowHeight = 128;
|
|
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; }
|
|
int GetUpscaleFlag() { return shouldUpscaleFlag == 1; }
|
|
|
|
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; }
|
|
void SetOffsetsNotForFont() { flags |= GTexf_OffsetsNotForFont; }
|
|
|
|
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; }
|
|
|
|
void CopySize(FGameTexture* BaseTexture, bool forfont = false)
|
|
{
|
|
Base->CopySize(BaseTexture->Base.get());
|
|
SetDisplaySize(BaseTexture->GetDisplayWidth(), BaseTexture->GetDisplayHeight());
|
|
if (!forfont || !(BaseTexture->flags & GTexf_OffsetsNotForFont))
|
|
{
|
|
SetOffsets(0, BaseTexture->GetTexelLeftOffset(0), BaseTexture->GetTexelTopOffset(0));
|
|
SetOffsets(1, BaseTexture->GetTexelLeftOffset(1), BaseTexture->GetTexelTopOffset(1));
|
|
}
|
|
}
|
|
|
|
// 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));
|
|
if (GetTexture()) GetTexture()->SetSize(x, y);
|
|
}
|
|
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.);
|
|
|
|
}
|
|
void SetBase(FTexture* Tex)
|
|
{
|
|
Base = Tex;
|
|
}
|
|
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;
|
|
}
|
|
void SetScale(float x, float y)
|
|
{
|
|
ScaleX = x;
|
|
ScaleY = y;
|
|
DisplayWidth = TexelWidth / x;
|
|
DisplayHeight = TexelHeight / y;
|
|
}
|
|
|
|
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());
|
|
}
|
|
}
|
|
|
|
FVector2 GetDetailScale() const
|
|
{
|
|
return detailScale;
|
|
}
|
|
|
|
void SetDetailScale(float x, float y)
|
|
{
|
|
detailScale.X = x;
|
|
detailScale.Y = y;
|
|
}
|
|
|
|
FTexture* GetBrightmap()
|
|
{
|
|
if (Brightmap.get() || (flags & GTexf_BrightmapChecked)) return Brightmap.get();
|
|
CreateDefaultBrightmap();
|
|
return Brightmap.get();
|
|
}
|
|
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;
|
|
}
|
|
|
|
};
|
|
|
|
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 : int
|
|
{
|
|
UF_None = 0,
|
|
UF_Texture = 1,
|
|
UF_Sprite = 2,
|
|
UF_Font = 4,
|
|
UF_Skin = 8
|
|
};
|
|
|
|
extern int upscalemask;
|
|
void UpdateUpscaleMask();
|
|
|
|
void calcShouldUpscale(FGameTexture* tex);
|
|
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);
|
|
};
|