mirror of
https://github.com/ZDoom/raze-gles.git
synced 2025-01-31 11:10:33 +00:00
594ec6626c
Also added support for creating indexed textures directly into CreateTexBuffer, where this functionality can be shared. As an added plus, brightmaps are working again, this time with less hackery.
359 lines
12 KiB
C++
359 lines
12 KiB
C++
#pragma once
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#include <stdint.h>
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#include "vectors.h"
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#include "floatrect.h"
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#include "refcounted.h"
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#include "xs_Float.h"
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#include "palentry.h"
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#include "zstring.h"
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#include "textureid.h"
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// 15 because 0th texture is our texture
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#define MAX_CUSTOM_HW_SHADER_TEXTURES 15
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class FTexture;
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class ISoftwareTexture;
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class FMaterial;
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struct SpritePositioningInfo
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{
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uint16_t trim[4];
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int spriteWidth, spriteHeight;
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float mSpriteU[2], mSpriteV[2];
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FloatRect mSpriteRect;
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uint8_t mTrimResult;
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float GetSpriteUL() const { return mSpriteU[0]; }
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float GetSpriteVT() const { return mSpriteV[0]; }
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float GetSpriteUR() const { return mSpriteU[1]; }
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float GetSpriteVB() const { return mSpriteV[1]; }
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const FloatRect &GetSpriteRect() const
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{
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return mSpriteRect;
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}
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};
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struct MaterialLayers
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{
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float Glossiness;
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float SpecularLevel;
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FGameTexture* Brightmap;
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FGameTexture* Normal;
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FGameTexture* Specular;
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FGameTexture* Metallic;
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FGameTexture* Roughness;
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FGameTexture* AmbientOcclusion;
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FGameTexture* CustomShaderTextures[MAX_CUSTOM_HW_SHADER_TEXTURES];
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};
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enum EGameTexFlags
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{
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GTexf_NoDecals = 1, // Decals should not stick to texture
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GTexf_WorldPanning = 2, // Texture is panned in world units rather than texels
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GTexf_FullNameTexture = 4, // Name is taken from the file system.
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GTexf_Glowing = 8, // Texture emits a glow
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GTexf_AutoGlowing = 16, // Glow info is determined from texture image.
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GTexf_RenderFullbright = 32, // always draw fullbright
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GTexf_DisableFullbrightSprites = 64, // This texture will not be displayed as fullbright sprite
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GTexf_BrightmapChecked = 128, // Check for a colormap-based brightmap was already done.
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};
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// Refactoring helper to allow piece by piece adjustment of the API
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class FGameTexture
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{
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friend class FMaterial;
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// Material layers. These are shared so reference counting is used.
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RefCountedPtr<FTexture> Base;
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RefCountedPtr<FTexture> Brightmap;
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RefCountedPtr<FTexture> Detailmap;
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RefCountedPtr<FTexture> Glowmap;
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RefCountedPtr<FTexture> Normal; // Normal map texture
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RefCountedPtr<FTexture> Specular; // Specular light texture for the diffuse+normal+specular light model
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RefCountedPtr<FTexture> Metallic; // Metalness texture for the physically based rendering (PBR) light model
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RefCountedPtr<FTexture> Roughness; // Roughness texture for PBR
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RefCountedPtr<FTexture> AmbientOcclusion; // Ambient occlusion texture for PBR
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RefCountedPtr<FTexture> CustomShaderTextures[MAX_CUSTOM_HW_SHADER_TEXTURES]; // Custom texture maps for custom hardware shaders
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FString Name;
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FTextureID id;
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uint16_t TexelWidth, TexelHeight;
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int16_t LeftOffset[2], TopOffset[2];
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float DisplayWidth, DisplayHeight;
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float ScaleX, ScaleY;
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int8_t shouldUpscaleFlag = 1;
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ETextureType UseType = ETextureType::Wall; // This texture's primary purpose
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SpritePositioningInfo* spi = nullptr;
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ISoftwareTexture* SoftwareTexture = nullptr;
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FMaterial* Material[4] = { };
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// Material properties
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float Glossiness = 10.f;
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float SpecularLevel = 0.1f;
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float shaderspeed = 1.f;
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int shaderindex = 0;
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int flags = 0;
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uint8_t warped = 0;
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int8_t expandSprite = -1;
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uint16_t GlowHeight;
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PalEntry GlowColor = 0;
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int16_t SkyOffset = 0;
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uint16_t Rotations = 0xffff;
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public:
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float alphaThreshold = 0.5f;
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FGameTexture(FTexture* wrap, const char *name);
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~FGameTexture();
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void Setup(FTexture* wrap);
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FTextureID GetID() const { return id; }
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void SetID(FTextureID newid) { id = newid; } // should only be called by the texture manager
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const FString& GetName() const { return Name; }
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void SetName(const char* name) { Name = name; } // should only be called by setup code.
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float GetScaleX() { return ScaleX; }
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float GetScaleY() { return ScaleY; }
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float GetDisplayWidth() const { return DisplayWidth; }
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float GetDisplayHeight() const { return DisplayHeight; }
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int GetTexelWidth() const { return TexelWidth; }
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int GetTexelHeight() const { return TexelHeight; }
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void CreateDefaultBrightmap();
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void AddAutoMaterials();
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bool ShouldExpandSprite();
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void SetupSpriteData();
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void SetSpriteRect();
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ETextureType GetUseType() const { return UseType; }
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void SetUpscaleFlag(int what) { shouldUpscaleFlag = what; }
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int GetUpscaleFlag() { return shouldUpscaleFlag == 1; }
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FTexture* GetTexture() { return Base.get(); }
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int GetSourceLump() const { return Base->GetSourceLump(); }
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void SetBrightmap(FGameTexture* tex) { Brightmap = tex->GetTexture(); }
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int GetTexelLeftOffset(int adjusted = 0) const { return LeftOffset[adjusted]; }
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int GetTexelTopOffset(int adjusted = 0) const { return TopOffset[adjusted]; }
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float GetDisplayLeftOffset(int adjusted = 0) const { return LeftOffset[adjusted] / ScaleX; }
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float GetDisplayTopOffset(int adjusted = 0) const { return TopOffset[adjusted] / ScaleY; }
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bool isMiscPatch() const { return GetUseType() == ETextureType::MiscPatch; } // only used by the intermission screen to decide whether to tile the background image or not.
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bool isFullbrightDisabled() const { return !!(flags & GTexf_DisableFullbrightSprites); }
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bool isFullbright() const { return !!(flags & GTexf_RenderFullbright); }
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bool isFullNameTexture() const { return !!(flags & GTexf_FullNameTexture); }
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bool expandSprites() { return expandSprite == -1? ShouldExpandSprite() : !!expandSprite; }
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bool useWorldPanning() const { return !!(flags & GTexf_WorldPanning); }
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void SetWorldPanning(bool on) { if (on) flags |= GTexf_WorldPanning; else flags &= ~GTexf_WorldPanning; }
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bool allowNoDecals() const { return !!(flags & GTexf_NoDecals); }
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void SetNoDecals(bool on) { if (on) flags |= GTexf_NoDecals; else flags &= ~GTexf_NoDecals; }
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bool isValid() const { return UseType != ETextureType::Null; }
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int isWarped() { return warped; }
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void SetWarpStyle(int style) { warped = style; }
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bool isMasked() { return Base->Masked; }
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bool isHardwareCanvas() const { return Base->isHardwareCanvas(); } // There's two here so that this can deal with software canvases in the hardware renderer later.
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bool isSoftwareCanvas() const { return Base->isCanvas(); }
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void SetTranslucent(bool on) { Base->bTranslucent = on; }
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void SetUseType(ETextureType type) { UseType = type; }
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int GetRotations() const { return Rotations; }
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void SetRotations(int rot) { Rotations = int16_t(rot); }
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void SetSkyOffset(int offs) { SkyOffset = offs; }
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int GetSkyOffset() const { return SkyOffset; }
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ISoftwareTexture* GetSoftwareTexture()
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{
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return SoftwareTexture;
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}
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void SetSoftwareTexture(ISoftwareTexture* swtex)
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{
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SoftwareTexture = swtex;
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}
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FMaterial* GetMaterial(int num)
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{
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return Material[num];
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}
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int GetShaderIndex() const { return shaderindex; }
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float GetShaderSpeed() const { return shaderspeed; }
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void SetShaderSpeed(float speed) { shaderspeed = speed; }
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void SetShaderIndex(int index) { shaderindex = index; }
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void SetShaderLayers(MaterialLayers& lay)
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{
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// Only update layers that have something defind.
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if (lay.Glossiness > -1000) Glossiness = lay.Glossiness;
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if (lay.SpecularLevel > -1000) SpecularLevel = lay.SpecularLevel;
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if (lay.Brightmap) Brightmap = lay.Brightmap->GetTexture();
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if (lay.Normal) Normal = lay.Normal->GetTexture();
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if (lay.Specular) Specular = lay.Specular->GetTexture();
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if (lay.Metallic) Metallic = lay.Metallic->GetTexture();
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if (lay.Roughness) Roughness = lay.Roughness->GetTexture();
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if (lay.AmbientOcclusion) AmbientOcclusion = lay.AmbientOcclusion->GetTexture();
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for (int i = 0; i < MAX_CUSTOM_HW_SHADER_TEXTURES; i++)
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{
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if (lay.CustomShaderTextures[i]) CustomShaderTextures[i] = lay.CustomShaderTextures[i]->GetTexture();
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}
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}
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float GetGlossiness() const { return Glossiness; }
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float GetSpecularLevel() const { return SpecularLevel; }
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void CopySize(FGameTexture* BaseTexture)
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{
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Base->CopySize(BaseTexture->Base.get());
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SetDisplaySize(BaseTexture->GetDisplayWidth(), BaseTexture->GetDisplayHeight());
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}
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// Glowing is a pure material property that should not filter down to the actual texture objects.
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void GetGlowColor(float* data);
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bool isGlowing() const { return !!(flags & GTexf_Glowing); }
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bool isAutoGlowing() const { return !!(flags & GTexf_AutoGlowing); }
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int GetGlowHeight() const { return GlowHeight; }
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void SetAutoGlowing() { flags |= (GTexf_AutoGlowing | GTexf_Glowing | GTexf_RenderFullbright); }
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void SetGlowHeight(int v) { GlowHeight = v; }
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void SetFullbright() { flags |= GTexf_RenderFullbright; }
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void SetDisableFullbright(bool on) { if (on) flags |= GTexf_DisableFullbrightSprites; else flags &= ~GTexf_DisableFullbrightSprites; }
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void SetGlowing(PalEntry color) { flags = (flags & ~GTexf_AutoGlowing) | GTexf_Glowing; GlowColor = color; }
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bool isUserContent() const;
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int CheckRealHeight() { return xs_RoundToInt(Base->CheckRealHeight() / ScaleY); }
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void SetSize(int x, int y)
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{
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TexelWidth = x;
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TexelHeight = y;
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SetDisplaySize(float(x), float(y));
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}
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void SetDisplaySize(float w, float h)
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{
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DisplayWidth = w;
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DisplayHeight = h;
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ScaleX = TexelWidth / w;
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ScaleY = TexelHeight / h;
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if (shouldUpscaleFlag < 2)
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{
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shouldUpscaleFlag = ScaleX < 2 && ScaleY < 2;
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}
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// compensate for roundoff errors
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if (int(ScaleX * w) != TexelWidth) ScaleX += (1 / 65536.);
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if (int(ScaleY * h) != TexelHeight) ScaleY += (1 / 65536.);
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}
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void SetBase(FTexture* Tex)
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{
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Base = Tex;
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}
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void SetOffsets(int which, int x, int y)
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{
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LeftOffset[which] = x;
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TopOffset[which] = y;
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}
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void SetOffsets(int x, int y)
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{
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LeftOffset[0] = x;
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TopOffset[0] = y;
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LeftOffset[1] = x;
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TopOffset[1] = y;
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}
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void SetScale(float x, float y)
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{
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ScaleX = x;
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ScaleY = y;
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if (shouldUpscaleFlag < 2)
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{
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shouldUpscaleFlag = ScaleX < 2 && ScaleY < 2;
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}
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DisplayWidth = TexelWidth / x;
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DisplayHeight = TexelHeight / y;
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}
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const SpritePositioningInfo& GetSpritePositioning(int which) { if (spi == nullptr) SetupSpriteData(); return spi[which]; }
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int GetAreas(FloatRect** pAreas) const;
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bool GetTranslucency()
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{
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return Base->GetTranslucency();
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}
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int GetClampMode(int clampmode)
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{
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if (GetUseType() == ETextureType::SWCanvas) clampmode = CLAMP_NOFILTER;
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else if (isHardwareCanvas()) clampmode = CLAMP_CAMTEX;
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else if ((isWarped() || shaderindex >= FIRST_USER_SHADER) && clampmode <= CLAMP_XY) clampmode = CLAMP_NONE;
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return clampmode;
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}
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void CleanHardwareData(bool full = true);
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void GetLayers(TArray<FTexture*>& layers)
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{
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layers.Clear();
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for (auto tex : { Base.get(), Brightmap.get(), Detailmap.get(), Glowmap.get(), Normal.get(), Specular.get(), Metallic.get(), Roughness.get(), AmbientOcclusion.get() })
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{
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if (tex != nullptr) layers.Push(tex);
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}
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for (auto& tex : CustomShaderTextures)
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{
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if (tex != nullptr) layers.Push(tex.get());
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}
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}
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FTexture* GetBrightmap()
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{
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if (Brightmap.get() || (flags & GTexf_BrightmapChecked)) return Brightmap.get();
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CreateDefaultBrightmap();
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return Brightmap.get();
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}
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};
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inline FGameTexture* MakeGameTexture(FTexture* tex, const char *name, ETextureType useType)
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{
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if (!tex) return nullptr;
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auto t = new FGameTexture(tex, name);
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t->SetUseType(useType);
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return t;
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}
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enum EUpscaleFlags
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{
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UF_None = 0,
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UF_Texture = 1,
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UF_Sprite = 2,
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UF_Font = 4
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};
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extern int upscalemask;
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void UpdateUpscaleMask();
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int calcShouldUpscale(FGameTexture* tex);
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inline int shouldUpscale(FGameTexture* tex, EUpscaleFlags UseType)
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{
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// This only checks the global scale mask and the texture's validation for upscaling. Everything else has been done up front elsewhere.
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if (!(upscalemask & UseType)) return 0;
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return tex->GetUpscaleFlag();
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}
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struct FTexCoordInfo
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{
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int mRenderWidth;
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int mRenderHeight;
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int mWidth;
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FVector2 mScale;
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FVector2 mTempScale;
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bool mWorldPanning;
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float FloatToTexU(float v) const { return v / mRenderWidth; }
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float FloatToTexV(float v) const { return v / mRenderHeight; }
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float RowOffset(float ofs) const;
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float TextureOffset(float ofs) const;
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float TextureAdjustWidth() const;
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void GetFromTexture(FGameTexture* tex, float x, float y, bool forceworldpanning);
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};
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