raze-gles/source/common/textures/hw_material.cpp

411 lines
10 KiB
C++

//
//---------------------------------------------------------------------------
//
// 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"
EXTERN_CVAR(Bool, gl_texture_usehires)
IHardwareTexture* CreateHardwareTexture();
//===========================================================================
//
// Constructor
//
//===========================================================================
FMaterial::FMaterial(FTexture * tx, bool expanded)
{
mShaderIndex = SHADER_Default;
sourcetex = tex = tx;
if (tx->UseType == ETextureType::SWCanvas && static_cast<FWrapperTexture*>(tx)->GetColorFormat() == 0)
{
mShaderIndex = SHADER_Paletted;
}
else if (tx->isWarped())
{
mShaderIndex = tx->isWarped(); // This picks SHADER_Warp1 or SHADER_Warp2
}
else if (tx->isHardwareCanvas())
{
if (tx->shaderindex >= FIRST_USER_SHADER)
{
mShaderIndex = tx->shaderindex;
}
// no brightmap for cameratexture
}
else
{
if (tx->Normal && tx->Specular)
{
for (auto &texture : { tx->Normal, tx->Specular })
{
mTextureLayers.Push(texture);
}
mShaderIndex = SHADER_Specular;
}
else if (tx->Normal && tx->Metallic && tx->Roughness && tx->AmbientOcclusion)
{
for (auto &texture : { tx->Normal, tx->Metallic, tx->Roughness, tx->AmbientOcclusion })
{
mTextureLayers.Push(texture);
}
mShaderIndex = SHADER_PBR;
}
tx->CreateDefaultBrightmap();
if (tx->Brightmap)
{
mTextureLayers.Push(tx->Brightmap);
if (mShaderIndex == SHADER_Specular)
mShaderIndex = SHADER_SpecularBrightmap;
else if (mShaderIndex == SHADER_PBR)
mShaderIndex = SHADER_PBRBrightmap;
else
mShaderIndex = SHADER_Brightmap;
}
if (tx->shaderindex >= FIRST_USER_SHADER)
{
const UserShaderDesc &usershader = usershaders[tx->shaderindex - 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);
}
mShaderIndex = tx->shaderindex;
}
}
}
mWidth = tx->GetTexelWidth();
mHeight = tx->GetTexelHeight();
mLeftOffset = tx->GetLeftOffset(0); // These only get used by decals and decals should not use renderer-specific offsets.
mTopOffset = tx->GetTopOffset(0);
mRenderWidth = tx->GetScaledWidth();
mRenderHeight = tx->GetScaledHeight();
mSpriteU[0] = mSpriteV[0] = 0.f;
mSpriteU[1] = mSpriteV[1] = 1.f;
mExpanded = expanded;
if (expanded)
{
int oldwidth = mWidth;
int oldheight = mHeight;
mTrimResult = TrimBorders(trim); // get the trim size before adding the empty frame
mWidth += 2;
mHeight += 2;
mRenderWidth = mRenderWidth * mWidth / oldwidth;
mRenderHeight = mRenderHeight * mHeight / oldheight;
}
SetSpriteRect();
mTextureLayers.ShrinkToFit();
tx->Material[expanded] = this;
if (tx->isHardwareCanvas()) tx->bTranslucent = 0;
}
//===========================================================================
//
// Destructor
//
//===========================================================================
FMaterial::~FMaterial()
{
}
//===========================================================================
//
// Set the sprite rectangle
//
//===========================================================================
void FMaterial::SetSpriteRect()
{
auto leftOffset = tex->GetLeftOffsetHW();
auto topOffset = tex->GetTopOffsetHW();
float fxScale = (float)tex->Scale.X;
float fyScale = (float)tex->Scale.Y;
// mSpriteRect is for positioning the sprite in the scene.
mSpriteRect.left = -leftOffset / fxScale;
mSpriteRect.top = -topOffset / fyScale;
mSpriteRect.width = mWidth / fxScale;
mSpriteRect.height = mHeight / fyScale;
if (mExpanded)
{
// a little adjustment to make sprites look better with texture filtering:
// create a 1 pixel wide empty frame around them.
int oldwidth = mWidth - 2;
int oldheight = mHeight - 2;
leftOffset += 1;
topOffset += 1;
// Reposition the sprite with the frame considered
mSpriteRect.left = -leftOffset / fxScale;
mSpriteRect.top = -topOffset / fyScale;
mSpriteRect.width = mWidth / fxScale;
mSpriteRect.height = mHeight / fyScale;
if (mTrimResult)
{
mSpriteRect.left += trim[0] / fxScale;
mSpriteRect.top += trim[1] / fyScale;
mSpriteRect.width -= (oldwidth - trim[2]) / fxScale;
mSpriteRect.height -= (oldheight - trim[3]) / fyScale;
mSpriteU[0] = trim[0] / (float)mWidth;
mSpriteV[0] = trim[1] / (float)mHeight;
mSpriteU[1] -= (oldwidth - trim[0] - trim[2]) / (float)mWidth;
mSpriteV[1] -= (oldheight - trim[1] - trim[3]) / (float)mHeight;
}
}
}
//===========================================================================
//
// Finds empty space around the texture.
// Used for sprites that got placed into a huge empty frame.
//
//===========================================================================
bool FMaterial::TrimBorders(uint16_t *rect)
{
auto texbuffer = sourcetex->CreateTexBuffer(0);
int w = texbuffer.mWidth;
int h = texbuffer.mHeight;
auto Buffer = texbuffer.mBuffer;
if (texbuffer.mBuffer == nullptr)
{
return false;
}
if (w != mWidth || h != mHeight)
{
// external Hires replacements cannot be trimmed.
return false;
}
int size = w*h;
if (size == 1)
{
// nothing to be done here.
rect[0] = 0;
rect[1] = 0;
rect[2] = 1;
rect[3] = 1;
return true;
}
int first, last;
for(first = 0; first < size; first++)
{
if (Buffer[first*4+3] != 0) break;
}
if (first >= size)
{
// completely empty
rect[0] = 0;
rect[1] = 0;
rect[2] = 1;
rect[3] = 1;
return true;
}
for(last = size-1; last >= first; last--)
{
if (Buffer[last*4+3] != 0) break;
}
rect[1] = first / w;
rect[3] = 1 + last/w - rect[1];
rect[0] = 0;
rect[2] = w;
unsigned char *bufferoff = Buffer + (rect[1] * w * 4);
h = rect[3];
for(int x = 0; x < w; x++)
{
for(int y = 0; y < h; y++)
{
if (bufferoff[(x+y*w)*4+3] != 0) goto outl;
}
rect[0]++;
}
outl:
rect[2] -= rect[0];
for(int x = w-1; rect[2] > 1; x--)
{
for(int y = 0; y < h; y++)
{
if (bufferoff[(x+y*w)*4+3] != 0)
{
return true;
}
}
rect[2]--;
}
return true;
}
//===========================================================================
//
//
//
//===========================================================================
IHardwareTexture *FMaterial::GetLayer(int i, int translation, FTexture **pLayer)
{
FTexture *layer = i == 0 ? tex : mTextureLayers[i - 1];
if (pLayer) *pLayer = layer;
if (layer && layer->UseType!=ETextureType::Null)
{
IHardwareTexture *hwtex = layer->SystemTextures.GetHardwareTexture(translation, mExpanded);
if (hwtex == nullptr)
{
hwtex = CreateHardwareTexture();
layer->SystemTextures.AddHardwareTexture(translation, mExpanded, hwtex);
}
return hwtex;
}
return nullptr;
}
//===========================================================================
//
//
//
//===========================================================================
int FMaterial::GetAreas(FloatRect **pAreas) const
{
if (mShaderIndex == SHADER_Default) // texture splitting can only be done if there's no attached effects
{
*pAreas = sourcetex->areas;
return sourcetex->areacount;
}
else
{
return 0;
}
}
//==========================================================================
//
// Gets a texture from the texture manager and checks its validity for
// GL rendering.
//
//==========================================================================
FMaterial * FMaterial::ValidateTexture(FTexture * tex, bool expand, bool create)
{
again:
if (tex && tex->isValid())
{
if (tex->bNoExpand) expand = false;
FMaterial *hwtex = tex->Material[expand];
if (hwtex == NULL && create)
{
if (expand)
{
if (tex->isWarped() || tex->isHardwareCanvas() || tex->shaderindex >= FIRST_USER_SHADER || (tex->shaderindex >= SHADER_Specular && tex->shaderindex <= SHADER_PBRBrightmap))
{
tex->bNoExpand = true;
goto again;
}
if (tex->Brightmap != NULL &&
(tex->GetTexelWidth() != tex->Brightmap->GetTexelWidth() ||
tex->GetTexelHeight() != tex->Brightmap->GetTexelHeight())
)
{
// do not expand if the brightmap's size differs.
tex->bNoExpand = true;
goto again;
}
}
hwtex = new FMaterial(tex, expand);
}
return hwtex;
}
return NULL;
}
FMaterial * FMaterial::ValidateTexture(FTextureID no, bool expand, bool translate, bool create)
{
return ValidateTexture(TexMan.GetTexture(no, translate), expand, create);
}
void DeleteMaterial(FMaterial* mat)
{
delete mat;
}
//-----------------------------------------------------------------------------
//
// Make sprite offset adjustment user-configurable per renderer.
//
//-----------------------------------------------------------------------------
extern int r_spriteadjustSW, r_spriteadjustHW;
CUSTOM_CVAR(Int, r_spriteadjust, 2, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
{
r_spriteadjustHW = !!(self & 2);
r_spriteadjustSW = !!(self & 1);
for (int i = 0; i < TexMan.NumTextures(); i++)
{
auto tex = TexMan.GetTexture(FSetTextureID(i));
if (tex->GetTexelLeftOffset(0) != tex->GetTexelLeftOffset(1) || tex->GetTexelTopOffset(0) != tex->GetTexelTopOffset(1))
{
for (int i = 0; i < 2; i++)
{
auto mat = tex->GetMaterial(i);
if (mat != nullptr) mat->SetSpriteRect();
}
}
}
}