mirror of
https://github.com/ZDoom/raze-gles.git
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6bffdf80a1
Game compiles and runs but transparency doesn't work yet. # Conflicts: # source/CMakeLists.txt # source/core/menu/menu.cpp # source/core/textures/buildtiles.cpp
410 lines
10 KiB
C++
410 lines
10 KiB
C++
//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2004-2016 Christoph Oelckers
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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#include "filesystem.h"
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#include "m_png.h"
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#include "c_dispatch.h"
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#include "hw_ihwtexture.h"
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#include "hw_material.h"
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#include "texturemanager.h"
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#include "c_cvars.h"
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EXTERN_CVAR(Bool, gl_texture_usehires)
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IHardwareTexture* CreateHardwareTexture();
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//===========================================================================
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//
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// Constructor
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//
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//===========================================================================
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FMaterial::FMaterial(FTexture * tx, bool expanded)
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{
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mShaderIndex = SHADER_Default;
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sourcetex = tex = tx;
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if (tx->UseType == ETextureType::SWCanvas && static_cast<FWrapperTexture*>(tx)->GetColorFormat() == 0)
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{
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mShaderIndex = SHADER_Paletted;
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}
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else if (tx->isWarped())
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{
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mShaderIndex = tx->isWarped(); // This picks SHADER_Warp1 or SHADER_Warp2
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}
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else if (tx->isHardwareCanvas())
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{
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if (tx->shaderindex >= FIRST_USER_SHADER)
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{
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mShaderIndex = tx->shaderindex;
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}
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// no brightmap for cameratexture
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}
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else
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{
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if (tx->Normal && tx->Specular)
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{
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for (auto &texture : { tx->Normal, tx->Specular })
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{
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mTextureLayers.Push(texture);
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}
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mShaderIndex = SHADER_Specular;
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}
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else if (tx->Normal && tx->Metallic && tx->Roughness && tx->AmbientOcclusion)
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{
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for (auto &texture : { tx->Normal, tx->Metallic, tx->Roughness, tx->AmbientOcclusion })
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{
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mTextureLayers.Push(texture);
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}
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mShaderIndex = SHADER_PBR;
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}
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tx->CreateDefaultBrightmap();
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if (tx->Brightmap)
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{
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mTextureLayers.Push(tx->Brightmap);
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if (mShaderIndex == SHADER_Specular)
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mShaderIndex = SHADER_SpecularBrightmap;
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else if (mShaderIndex == SHADER_PBR)
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mShaderIndex = SHADER_PBRBrightmap;
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else
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mShaderIndex = SHADER_Brightmap;
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}
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if (tx->shaderindex >= FIRST_USER_SHADER)
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{
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const UserShaderDesc &usershader = usershaders[tx->shaderindex - FIRST_USER_SHADER];
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if (usershader.shaderType == mShaderIndex) // Only apply user shader if it matches the expected material
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{
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for (auto &texture : tx->CustomShaderTextures)
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{
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if (texture == nullptr) continue;
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mTextureLayers.Push(texture);
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}
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mShaderIndex = tx->shaderindex;
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}
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}
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}
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mWidth = tx->GetTexelWidth();
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mHeight = tx->GetTexelHeight();
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mLeftOffset = tx->GetLeftOffset(0); // These only get used by decals and decals should not use renderer-specific offsets.
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mTopOffset = tx->GetTopOffset(0);
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mRenderWidth = tx->GetScaledWidth();
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mRenderHeight = tx->GetScaledHeight();
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mSpriteU[0] = mSpriteV[0] = 0.f;
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mSpriteU[1] = mSpriteV[1] = 1.f;
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mExpanded = expanded;
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if (expanded)
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{
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int oldwidth = mWidth;
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int oldheight = mHeight;
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mTrimResult = TrimBorders(trim); // get the trim size before adding the empty frame
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mWidth += 2;
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mHeight += 2;
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mRenderWidth = mRenderWidth * mWidth / oldwidth;
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mRenderHeight = mRenderHeight * mHeight / oldheight;
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}
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SetSpriteRect();
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mTextureLayers.ShrinkToFit();
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tx->Material[expanded] = this;
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if (tx->isHardwareCanvas()) tx->bTranslucent = 0;
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}
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//===========================================================================
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//
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// Destructor
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//
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//===========================================================================
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FMaterial::~FMaterial()
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{
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}
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//===========================================================================
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//
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// Set the sprite rectangle
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//
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//===========================================================================
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void FMaterial::SetSpriteRect()
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{
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auto leftOffset = tex->GetLeftOffsetHW();
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auto topOffset = tex->GetTopOffsetHW();
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float fxScale = (float)tex->Scale.X;
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float fyScale = (float)tex->Scale.Y;
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// mSpriteRect is for positioning the sprite in the scene.
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mSpriteRect.left = -leftOffset / fxScale;
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mSpriteRect.top = -topOffset / fyScale;
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mSpriteRect.width = mWidth / fxScale;
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mSpriteRect.height = mHeight / fyScale;
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if (mExpanded)
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{
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// a little adjustment to make sprites look better with texture filtering:
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// create a 1 pixel wide empty frame around them.
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int oldwidth = mWidth - 2;
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int oldheight = mHeight - 2;
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leftOffset += 1;
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topOffset += 1;
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// Reposition the sprite with the frame considered
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mSpriteRect.left = -leftOffset / fxScale;
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mSpriteRect.top = -topOffset / fyScale;
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mSpriteRect.width = mWidth / fxScale;
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mSpriteRect.height = mHeight / fyScale;
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if (mTrimResult)
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{
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mSpriteRect.left += trim[0] / fxScale;
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mSpriteRect.top += trim[1] / fyScale;
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mSpriteRect.width -= (oldwidth - trim[2]) / fxScale;
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mSpriteRect.height -= (oldheight - trim[3]) / fyScale;
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mSpriteU[0] = trim[0] / (float)mWidth;
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mSpriteV[0] = trim[1] / (float)mHeight;
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mSpriteU[1] -= (oldwidth - trim[0] - trim[2]) / (float)mWidth;
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mSpriteV[1] -= (oldheight - trim[1] - trim[3]) / (float)mHeight;
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}
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}
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}
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//===========================================================================
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//
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// Finds empty space around the texture.
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// Used for sprites that got placed into a huge empty frame.
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//
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//===========================================================================
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bool FMaterial::TrimBorders(uint16_t *rect)
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{
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auto texbuffer = sourcetex->CreateTexBuffer(0);
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int w = texbuffer.mWidth;
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int h = texbuffer.mHeight;
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auto Buffer = texbuffer.mBuffer;
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if (texbuffer.mBuffer == nullptr)
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{
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return false;
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}
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if (w != mWidth || h != mHeight)
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{
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// external Hires replacements cannot be trimmed.
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return false;
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}
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int size = w*h;
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if (size == 1)
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{
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// nothing to be done here.
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rect[0] = 0;
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rect[1] = 0;
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rect[2] = 1;
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rect[3] = 1;
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return true;
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}
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int first, last;
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for(first = 0; first < size; first++)
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{
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if (Buffer[first*4+3] != 0) break;
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}
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if (first >= size)
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{
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// completely empty
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rect[0] = 0;
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rect[1] = 0;
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rect[2] = 1;
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rect[3] = 1;
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return true;
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}
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for(last = size-1; last >= first; last--)
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{
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if (Buffer[last*4+3] != 0) break;
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}
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rect[1] = first / w;
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rect[3] = 1 + last/w - rect[1];
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rect[0] = 0;
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rect[2] = w;
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unsigned char *bufferoff = Buffer + (rect[1] * w * 4);
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h = rect[3];
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for(int x = 0; x < w; x++)
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{
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for(int y = 0; y < h; y++)
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{
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if (bufferoff[(x+y*w)*4+3] != 0) goto outl;
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}
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rect[0]++;
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}
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outl:
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rect[2] -= rect[0];
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for(int x = w-1; rect[2] > 1; x--)
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{
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for(int y = 0; y < h; y++)
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{
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if (bufferoff[(x+y*w)*4+3] != 0)
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{
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return true;
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}
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}
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rect[2]--;
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}
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return true;
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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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IHardwareTexture *FMaterial::GetLayer(int i, int translation, FTexture **pLayer)
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{
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FTexture *layer = i == 0 ? tex : mTextureLayers[i - 1];
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if (pLayer) *pLayer = layer;
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if (layer && layer->UseType!=ETextureType::Null)
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{
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IHardwareTexture *hwtex = layer->SystemTextures.GetHardwareTexture(translation, mExpanded);
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if (hwtex == nullptr)
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{
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hwtex = CreateHardwareTexture();
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layer->SystemTextures.AddHardwareTexture(translation, mExpanded, hwtex);
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}
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return hwtex;
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}
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return nullptr;
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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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int FMaterial::GetAreas(FloatRect **pAreas) const
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{
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if (mShaderIndex == SHADER_Default) // texture splitting can only be done if there's no attached effects
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{
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*pAreas = sourcetex->areas;
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return sourcetex->areacount;
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}
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else
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{
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return 0;
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}
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}
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//==========================================================================
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//
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// Gets a texture from the texture manager and checks its validity for
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// GL rendering.
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//
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//==========================================================================
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FMaterial * FMaterial::ValidateTexture(FTexture * tex, bool expand, bool create)
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{
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again:
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if (tex && tex->isValid())
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{
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if (tex->bNoExpand) expand = false;
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FMaterial *hwtex = tex->Material[expand];
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if (hwtex == NULL && create)
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{
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if (expand)
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{
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if (tex->isWarped() || tex->isHardwareCanvas() || tex->shaderindex >= FIRST_USER_SHADER || (tex->shaderindex >= SHADER_Specular && tex->shaderindex <= SHADER_PBRBrightmap))
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{
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tex->bNoExpand = true;
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goto again;
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}
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if (tex->Brightmap != NULL &&
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(tex->GetTexelWidth() != tex->Brightmap->GetTexelWidth() ||
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tex->GetTexelHeight() != tex->Brightmap->GetTexelHeight())
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)
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{
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// do not expand if the brightmap's size differs.
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tex->bNoExpand = true;
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goto again;
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}
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}
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hwtex = new FMaterial(tex, expand);
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}
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return hwtex;
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}
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return NULL;
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}
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FMaterial * FMaterial::ValidateTexture(FTextureID no, bool expand, bool translate, bool create)
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{
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return ValidateTexture(TexMan.GetTexture(no, translate), expand, create);
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}
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void DeleteMaterial(FMaterial* mat)
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{
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delete mat;
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}
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//-----------------------------------------------------------------------------
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//
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// Make sprite offset adjustment user-configurable per renderer.
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//
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//-----------------------------------------------------------------------------
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extern int r_spriteadjustSW, r_spriteadjustHW;
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CUSTOM_CVAR(Int, r_spriteadjust, 2, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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{
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r_spriteadjustHW = !!(self & 2);
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r_spriteadjustSW = !!(self & 1);
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for (int i = 0; i < TexMan.NumTextures(); i++)
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{
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auto tex = TexMan.GetTexture(FSetTextureID(i));
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if (tex->GetTexelLeftOffset(0) != tex->GetTexelLeftOffset(1) || tex->GetTexelTopOffset(0) != tex->GetTexelTopOffset(1))
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{
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for (int i = 0; i < 2; i++)
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{
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auto mat = tex->GetMaterial(i);
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if (mat != nullptr) mat->SetSpriteRect();
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}
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}
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}
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}
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