mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-28 20:40:47 +00:00
d28d5a5e1f
Using the palette to apply fog is just far too broken and cannot be kept in check with all the hacks the Build engine allows. This only works if all elements on screen use the identity translation lookup which is basically never the case. Real fog, on the other hand, can easily be applied to everything.
433 lines
14 KiB
C++
433 lines
14 KiB
C++
/*
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** hightile.cpp
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** Handling hires replacement definitions
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**
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**---------------------------------------------------------------------------
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** Copyright 2020 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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**
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*/
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#include "files.h"
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#include "zstring.h"
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#include "buildtiles.h"
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#include "image.h"
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#include "palette.h"
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#include "m_crc32.h"
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#include "build.h"
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#include "gamecontrol.h"
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#include "palettecontainer.h"
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#include "texturemanager.h"
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#include "c_dispatch.h"
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#include "sc_man.h"
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#include "gamestruct.h"
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#include "hw_renderstate.h"
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CVARD(Bool, hw_shadeinterpolate, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG, "enable/disable shade interpolation")
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struct HightileReplacement
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{
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FGameTexture* faces[6]; // only one gets used by a texture, the other 5 are for skyboxes only
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FVector2 scale;
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float alphacut, specpower, specfactor;
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uint16_t palnum, flags;
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};
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static TMap<int, TArray<HightileReplacement>> tileReplacements;
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static TMap<int, TArray<HightileReplacement>> textureReplacements;
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struct FontCharInf
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{
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FGameTexture* base;
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FGameTexture* untranslated;
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FGameTexture* translated;
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};
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static TArray<FontCharInf> deferredChars;
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void FontCharCreated(FGameTexture* base, FGameTexture* untranslated, FGameTexture* translated)
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{
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// Store these in a list for now - they can only be processed in the finalization step.
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if (translated == untranslated) translated = nullptr;
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FontCharInf fci = { base, untranslated, translated };
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deferredChars.Push(fci);
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}
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//===========================================================================
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//
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// Replacement textures
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//
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//===========================================================================
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static void AddReplacement(int picnum, const HightileReplacement& replace)
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{
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auto& Hightiles = tileReplacements[picnum];
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for (auto& ht : Hightiles)
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{
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if (replace.palnum == ht.palnum && (replace.faces[1] == nullptr) == (ht.faces[1] == nullptr))
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{
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ht = replace;
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return;
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}
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}
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Hightiles.Push(replace);
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}
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//==========================================================================
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//
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// Remove a replacement
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//
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//==========================================================================
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void tileRemoveReplacement(int picnum)
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{
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tileReplacements.Remove(picnum);
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}
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//===========================================================================
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//
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//
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//
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//===========================================================================
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static HightileReplacement* FindReplacement(FTextureID picnum, int palnum, bool skybox)
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{
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auto Hightiles = textureReplacements.CheckKey(picnum.GetIndex());
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if (!Hightiles) return nullptr;
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for (;;)
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{
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for (auto& rep : *Hightiles)
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{
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if (rep.palnum == palnum && (rep.faces[1] != nullptr) == skybox) return &rep;
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}
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if (!palnum || palnum >= MAXPALOOKUPS - RESERVEDPALS) break;
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palnum = 0;
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}
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return nullptr; // no replacement found
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}
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int checkTranslucentReplacement(FTextureID picnum, int pal)
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{
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FGameTexture* tex = nullptr;
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auto si = FindReplacement(picnum, pal, 0);
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if (si && hw_hightile) tex = si->faces[0];
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if (!tex || tex->GetTexelWidth() == 0 || tex->GetTexelHeight() == 0) return false;
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return tex && tex->GetTranslucency();
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}
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//==========================================================================
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//
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// Processes data from .def files into the textures
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//
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//==========================================================================
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void PostLoadSetup()
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{
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for(int i=0;i<MAXTILES;i++)
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{
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auto tex = tileGetTexture(i);
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if (!tex->isValid()) continue;
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auto Hightile = tileReplacements.CheckKey(i);
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if (!Hightile) continue;
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FGameTexture* detailTex = nullptr, * glowTex = nullptr, * normalTex = nullptr, *specTex = nullptr;
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float scalex = 1.f, scaley = 1.f;
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for (auto& rep : *Hightile)
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{
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if (rep.palnum == GLOWPAL)
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{
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glowTex = rep.faces[0];
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}
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if (rep.palnum == NORMALPAL)
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{
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normalTex = rep.faces[0];
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}
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if (rep.palnum == SPECULARPAL)
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{
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specTex = rep.faces[0];
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}
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if (rep.palnum == DETAILPAL)
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{
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detailTex = rep.faces[0];
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scalex = rep.scale.X;
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scaley = rep.scale.Y;
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}
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}
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if (detailTex || glowTex || normalTex || specTex)
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{
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for (auto& rep : *Hightile)
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{
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if (rep.faces[1]) continue; // do not muck around with skyboxes (yet)
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if (rep.palnum < NORMALPAL)
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{
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auto tex = rep.faces[0];
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// Make a copy so that multiple appearances of the same texture with different layers can be handled. They will all refer to the same internal texture anyway.
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tex = MakeGameTexture(tex->GetTexture(), "", ETextureType::Any);
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if (glowTex) tex->SetGlowmap(glowTex->GetTexture());
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if (detailTex) tex->SetDetailmap(detailTex->GetTexture());
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if (normalTex) tex->SetNormalmap(normalTex->GetTexture());
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if (specTex) tex->SetSpecularmap(specTex->GetTexture());
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tex->SetDetailScale(scalex, scaley);
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rep.faces[0] = tex;
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}
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}
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}
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textureReplacements.Insert(tex->GetID().GetIndex(), std::move(*Hightile));
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}
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tileReplacements.Clear();
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int i = 0;
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for (auto& ci : deferredChars)
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{
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i++;
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auto rep = textureReplacements.CheckKey(ci.base->GetID().GetIndex());
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if (rep)
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{
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if (ci.untranslated)
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{
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auto rrep = *rep;
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textureReplacements.Insert(ci.untranslated->GetID().GetIndex(), std::move(rrep));
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}
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if (ci.translated)
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{
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//auto reptex = FindReplacement(ci.base->GetID(), 0, false);
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//if (reptex)
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{
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// Todo: apply the translation.
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//auto rrep = *rep;
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//textureReplacements.Insert(ci.translated->GetID().GetIndex(), std::move(rrep));
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}
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}
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}
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}
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}
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//==========================================================================
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//
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// Specifies a replacement texture for an ART tile.
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//
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//==========================================================================
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int tileSetHightileReplacement(int picnum, int palnum, const char* filename, float alphacut, float xscale, float yscale, float specpower, float specfactor, uint8_t flags)
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{
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if ((uint32_t)picnum >= (uint32_t)MAXTILES) return -1;
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if ((uint32_t)palnum >= (uint32_t)MAXPALOOKUPS) return -1;
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auto tex = tileGetTexture(picnum);
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if (tex->GetTexelWidth() <= 0 || tex->GetTexelHeight() <= 0)
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{
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Printf("Warning: defined hightile replacement for empty tile %d.", picnum);
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return -1; // cannot add replacements to empty tiles, must create one beforehand
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}
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HightileReplacement replace = {};
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FTextureID texid = TexMan.CheckForTexture(filename, ETextureType::Any);
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if (!texid.isValid())
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{
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Printf("%s: Replacement for tile %d does not exist or is invalid\n", filename, picnum);
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return -1;
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}
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replace.faces[0] = TexMan.GetGameTexture(texid);
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if (replace.faces[0] == nullptr)
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replace.alphacut = min(alphacut,1.f);
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replace.scale = { xscale, yscale };
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replace.specpower = specpower; // currently unused
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replace.specfactor = specfactor; // currently unused
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replace.flags = flags;
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replace.palnum = (uint16_t)palnum;
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AddReplacement(picnum, replace);
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return 0;
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}
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//==========================================================================
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//
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// Define the faces of a skybox
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//
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//==========================================================================
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int tileSetSkybox(int picnum, int palnum, const char **facenames, int flags )
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{
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if ((uint32_t)picnum >= (uint32_t)MAXTILES) return -1;
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if ((uint32_t)palnum >= (uint32_t)MAXPALOOKUPS) return -1;
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auto tex = tileGetTexture(picnum);
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if (tex->GetTexelWidth() <= 0 || tex->GetTexelHeight() <= 0)
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{
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Printf("Warning: defined skybox replacement for empty tile %d.", picnum);
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return -1; // cannot add replacements to empty tiles, must create one beforehand
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}
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HightileReplacement replace = {};
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for (auto &face : replace.faces)
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{
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FTextureID texid = TexMan.CheckForTexture(*facenames, ETextureType::Any);
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if (!texid.isValid())
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{
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Printf("%s: Skybox image for tile %d does not exist or is invalid\n", *facenames, picnum);
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return -1;
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}
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face = TexMan.GetGameTexture(texid);
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}
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replace.flags = flags;
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replace.palnum = (uint16_t)palnum;
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AddReplacement(picnum, replace);
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return 0;
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}
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//===========================================================================
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//
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// Picks a texture for rendering for a given tilenum/palette combination
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//
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//===========================================================================
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bool PickTexture(FRenderState *state, FGameTexture* tex, int paletteid, TexturePick& pick)
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{
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if (!tex->isValid() || tex->GetTexelWidth() <= 0 || tex->GetTexelHeight() <= 0) return false;
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int usepalette = paletteid == 0? 0 : GetTranslationType(paletteid) - Translation_Remap;
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int usepalswap = GetTranslationIndex(paletteid);
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bool foggy = state && (state->GetFogColor() & 0xffffff);
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int TextureType = hw_int_useindexedcolortextures && !foggy? TT_INDEXED : TT_TRUECOLOR;
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pick.translation = paletteid;
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pick.basepalTint = 0xffffff;
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auto& h = lookups.tables[usepalswap];
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bool applytint = false;
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// Canvas textures must be treated like hightile replacements in the following code.
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int hipalswap = usepalette >= 0 ? usepalswap : 0;
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auto rep = (hw_hightile && !(h.tintFlags & TINTF_ALWAYSUSEART)) ? FindReplacement(tex->GetID(), hipalswap, false) : nullptr;
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if (rep || tex->GetTexture()->isHardwareCanvas())
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{
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if (usepalette > 0)
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{
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// This is a global setting for the entire scene, so let's do it here, right at the start. (Fixme: Store this in a static table instead of reusing the same entry for all palettes.)
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auto& hh = lookups.tables[MAXPALOOKUPS - 1];
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// This sets a tinting color for global palettes, e.g. water or slime - only used for hires replacements (also an option for low-resource hardware where duplicating the textures may be problematic.)
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pick.basepalTint = hh.tintColor;
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}
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if (rep)
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{
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tex = rep->faces[0];
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}
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if (!rep || rep->palnum != hipalswap || (h.tintFlags & TINTF_APPLYOVERALTPAL))
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applytint = true;
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pick.translation = 0;
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}
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else
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{
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// Only look up the palette if we really want to use it (i.e. when creating a true color texture of an ART tile.)
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if (TextureType == TT_TRUECOLOR)
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{
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if (h.tintFlags & (TINTF_ALWAYSUSEART | TINTF_USEONART))
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{
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applytint = true;
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if (!(h.tintFlags & TINTF_APPLYOVERPALSWAP)) usepalswap = 0;
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}
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pick.translation = paletteid == 0? 0 : TRANSLATION(usepalette + Translation_Remap, usepalswap);
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}
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else pick.translation |= 0x80000000;
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}
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if (applytint && h.tintFlags)
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{
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pick.tintFlags = h.tintFlags;
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pick.tintColor = h.tintColor;
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}
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else
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{
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pick.tintFlags = -1;
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pick.tintColor = 0xffffff;
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}
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pick.texture = tex;
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return true;
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}
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bool PreBindTexture(FRenderState* state, FGameTexture*& tex, EUpscaleFlags& flags, int& scaleflags, int& clampmode, int& translation, int& overrideshader)
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{
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TexturePick pick;
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auto t = tex;
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if (tex->GetUseType() == ETextureType::Special) return true;
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if (PickTexture(state, tex, translation, pick))
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{
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int TextureType = (pick.translation & 0x80000000) ? TT_INDEXED : TT_TRUECOLOR;
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int lookuppal = pick.translation & 0x7fffffff;
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if (pick.translation & 0x80000000)
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{
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scaleflags |= CTF_Indexed;
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if (state) state->EnableFog(0);
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}
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tex = pick.texture;
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translation = lookuppal;
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FVector4 addcol(0, 0, 0, 0);
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FVector4 modcol(pick.basepalTint.r * (1.f / 255.f), pick.basepalTint.g * (1.f / 255.f), pick.basepalTint.b * (1.f / 255.f), 0);
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FVector4 blendcol(0, 0, 0, 0);
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int flags = 0;
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if (pick.basepalTint != 0xffffff) flags |= TextureManipulation::ActiveBit;
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if (pick.tintFlags != -1)
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{
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flags |= TextureManipulation::ActiveBit;
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if (pick.tintFlags & TINTF_COLORIZE)
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{
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modcol.X *= pick.tintColor.r * (1.f / 64.f);
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modcol.Y *= pick.tintColor.g * (1.f / 64.f);
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modcol.Z *= pick.tintColor.b * (1.f / 64.f);
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}
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if (pick.tintFlags & TINTF_GRAYSCALE)
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modcol.W = 1.f;
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if (pick.tintFlags & TINTF_INVERT)
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flags |= TextureManipulation::InvertBit;
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if (pick.tintFlags & TINTF_BLENDMASK)
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{
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blendcol = modcol; // WTF???, but the tinting code really uses the same color for both!
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flags |= (((pick.tintFlags & TINTF_BLENDMASK) >> 6) + 1) & TextureManipulation::BlendMask;
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}
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}
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addcol.W = flags;
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if ((pick.translation & 0x80000000) && hw_shadeinterpolate) addcol.W += 16384; // hijack a free bit in here.
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state->SetTextureColors(&modcol.X, &addcol.X, &blendcol.X);
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}
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return tex->GetTexelWidth() > t->GetTexelWidth() && tex->GetTexelHeight() > t->GetTexelHeight(); // returning 'true' means to disable programmatic upscaling.
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}
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