mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-28 12:30:46 +00:00
512 lines
15 KiB
C++
512 lines
15 KiB
C++
/*
|
|
** gametexture.cpp
|
|
** The game-facing texture class.
|
|
**
|
|
**---------------------------------------------------------------------------
|
|
** Copyright 2004-2007 Randy Heit
|
|
** Copyright 2006-2020 Christoph Oelckers
|
|
** All rights reserved.
|
|
**
|
|
** Redistribution and use in source and binary forms, with or without
|
|
** modification, are permitted provided that the following conditions
|
|
** are met:
|
|
**
|
|
** 1. Redistributions of source code must retain the above copyright
|
|
** notice, this list of conditions and the following disclaimer.
|
|
** 2. Redistributions in binary form must reproduce the above copyright
|
|
** notice, this list of conditions and the following disclaimer in the
|
|
** documentation and/or other materials provided with the distribution.
|
|
** 3. The name of the author may not be used to endorse or promote products
|
|
** derived from this software without specific prior written permission.
|
|
**
|
|
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
|
|
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
|
|
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
|
|
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
|
|
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
|
|
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
|
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
|
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
|
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
**---------------------------------------------------------------------------
|
|
**
|
|
**
|
|
*/
|
|
|
|
#include "printf.h"
|
|
#include "files.h"
|
|
#include "filesystem.h"
|
|
#include "templates.h"
|
|
#include "textures.h"
|
|
#include "bitmap.h"
|
|
#include "colormatcher.h"
|
|
#include "c_dispatch.h"
|
|
#include "m_fixed.h"
|
|
#include "imagehelpers.h"
|
|
#include "image.h"
|
|
#include "formats/multipatchtexture.h"
|
|
#include "texturemanager.h"
|
|
#include "c_cvars.h"
|
|
#include "hw_material.h"
|
|
|
|
FTexture *CreateBrightmapTexture(FImageSource*);
|
|
|
|
|
|
FGameTexture::FGameTexture(FTexture* wrap, const char* name) : Name(name)
|
|
{
|
|
if (wrap) Setup(wrap);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void FGameTexture::Setup(FTexture *wrap)
|
|
{
|
|
Base = wrap;
|
|
id.SetInvalid();
|
|
TexelWidth = Base->GetWidth();
|
|
DisplayWidth = (float)TexelWidth;
|
|
TexelHeight = Base->GetHeight();
|
|
DisplayHeight = (float)TexelHeight;
|
|
auto img = Base->GetImage();
|
|
if (img)
|
|
{
|
|
auto ofs = img->GetOffsets();
|
|
LeftOffset[0] = LeftOffset[1] = ofs.first;
|
|
TopOffset[0] = TopOffset[1] = ofs.second;
|
|
}
|
|
else
|
|
{
|
|
LeftOffset[0] = LeftOffset[1] =
|
|
TopOffset[0] = TopOffset[1] = 0;
|
|
|
|
}
|
|
ScaleX = ScaleY = 1.f;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
FGameTexture::~FGameTexture()
|
|
{
|
|
FGameTexture* link = fileSystem.GetLinkedTexture(GetSourceLump());
|
|
if (link == this) fileSystem.SetLinkedTexture(GetSourceLump(), nullptr);
|
|
if (SoftwareTexture != nullptr)
|
|
{
|
|
delete SoftwareTexture;
|
|
SoftwareTexture = nullptr;
|
|
}
|
|
for (auto &mat : Material)
|
|
{
|
|
if (mat != nullptr) delete mat;
|
|
mat = nullptr;
|
|
}
|
|
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
bool FGameTexture::isUserContent() const
|
|
{
|
|
int filenum = fileSystem.GetFileContainer(Base->GetSourceLump());
|
|
return (filenum > fileSystem.GetMaxIwadNum());
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// Search auto paths for extra material textures
|
|
//
|
|
//==========================================================================
|
|
|
|
void FGameTexture::AddAutoMaterials()
|
|
{
|
|
struct AutoTextureSearchPath
|
|
{
|
|
const char* path;
|
|
RefCountedPtr<FTexture> FGameTexture::* pointer;
|
|
};
|
|
|
|
static AutoTextureSearchPath autosearchpaths[] =
|
|
{
|
|
{ "brightmaps/", &FGameTexture::Brightmap }, // For backwards compatibility, only for short names
|
|
{ "materials/brightmaps/", &FGameTexture::Brightmap },
|
|
{ "materials/normalmaps/", &FGameTexture::Normal },
|
|
{ "materials/specular/", &FGameTexture::Specular },
|
|
{ "materials/metallic/", &FGameTexture::Metallic },
|
|
{ "materials/roughness/", &FGameTexture::Roughness },
|
|
{ "materials/ao/", &FGameTexture::AmbientOcclusion }
|
|
};
|
|
|
|
|
|
bool fullname = !!(flags & GTexf_FullNameTexture);
|
|
FString searchname = GetName();
|
|
|
|
if (fullname)
|
|
{
|
|
auto dot = searchname.LastIndexOf('.');
|
|
auto slash = searchname.LastIndexOf('/');
|
|
if (dot > slash) searchname.Truncate(dot);
|
|
}
|
|
|
|
for (size_t i = 0; i < countof(autosearchpaths); i++)
|
|
{
|
|
auto& layer = autosearchpaths[i];
|
|
if (this->*(layer.pointer) == nullptr) // only if no explicit assignment had been done.
|
|
{
|
|
FStringf lookup("%s%s%s", layer.path, fullname ? "" : "auto/", searchname.GetChars());
|
|
auto lump = fileSystem.CheckNumForFullName(lookup, false, ns_global, true);
|
|
if (lump != -1)
|
|
{
|
|
auto bmtex = TexMan.FindGameTexture(fileSystem.GetFileFullName(lump), ETextureType::Any, FTextureManager::TEXMAN_TryAny);
|
|
if (bmtex != nullptr)
|
|
{
|
|
this->*(layer.pointer) = bmtex->GetTexture();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Checks if the texture has a default brightmap and creates it if so
|
|
//
|
|
//===========================================================================
|
|
void FGameTexture::CreateDefaultBrightmap()
|
|
{
|
|
auto tex = GetTexture();
|
|
if (flags & GTexf_BrightmapChecked)
|
|
{
|
|
flags |= GTexf_BrightmapChecked;
|
|
// Check for brightmaps
|
|
if (tex->GetImage() && tex->GetImage()->UseGamePalette() && GPalette.HasGlobalBrightmap &&
|
|
GetUseType() != ETextureType::Decal && GetUseType() != ETextureType::MiscPatch && GetUseType() != ETextureType::FontChar &&
|
|
Brightmap == nullptr)
|
|
{
|
|
// May have one - let's check when we use this texture
|
|
auto texbuf = tex->Get8BitPixels(false);
|
|
const int white = ColorMatcher.Pick(255, 255, 255);
|
|
|
|
int size = tex->GetWidth() * tex->GetHeight();
|
|
for (int i = 0; i < size; i++)
|
|
{
|
|
if (GPalette.GlobalBrightmap.Remap[texbuf[i]] == white)
|
|
{
|
|
// Create a brightmap
|
|
DPrintf(DMSG_NOTIFY, "brightmap created for texture '%s'\n", GetName().GetChars());
|
|
Brightmap = CreateBrightmapTexture(tex->GetImage());
|
|
return;
|
|
}
|
|
}
|
|
// No bright pixels found
|
|
DPrintf(DMSG_SPAMMY, "No bright pixels found in texture '%s'\n", GetName().GetChars());
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// Calculates glow color for a texture
|
|
//
|
|
//==========================================================================
|
|
|
|
void FGameTexture::GetGlowColor(float* data)
|
|
{
|
|
if (isGlowing() && GlowColor == 0)
|
|
{
|
|
auto buffer = Base->GetBgraBitmap(nullptr);
|
|
GlowColor = averageColor((uint32_t*)buffer.GetPixels(), buffer.GetWidth() * buffer.GetHeight(), 153);
|
|
|
|
// Black glow equals nothing so switch glowing off
|
|
if (GlowColor == 0) flags &= ~GTexf_Glowing;
|
|
}
|
|
data[0] = GlowColor.r * (1 / 255.0f);
|
|
data[1] = GlowColor.g * (1 / 255.0f);
|
|
data[2] = GlowColor.b * (1 / 255.0f);
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
//
|
|
//
|
|
//===========================================================================
|
|
|
|
int FGameTexture::GetAreas(FloatRect** pAreas) const
|
|
{
|
|
if (shaderindex == SHADER_Default) // texture splitting can only be done if there's no attached effects
|
|
{
|
|
*pAreas = Base->areas;
|
|
return Base->areacount;
|
|
}
|
|
else
|
|
{
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Checks if a sprite may be expanded with an empty frame
|
|
//
|
|
//===========================================================================
|
|
|
|
bool FGameTexture::ShouldExpandSprite()
|
|
{
|
|
if (expandSprite != -1) return expandSprite;
|
|
// Only applicable to image textures with no shader effect.
|
|
if (GetShaderIndex() != SHADER_Default || !dynamic_cast<FImageTexture*>(Base.get()))
|
|
{
|
|
expandSprite = false;
|
|
return false;
|
|
}
|
|
if (Brightmap != NULL && (Base->GetWidth() != Brightmap->GetWidth() || Base->GetHeight() != Brightmap->GetHeight()))
|
|
{
|
|
// do not expand if the brightmap's physical size differs from the base.
|
|
expandSprite = false;
|
|
return false;
|
|
}
|
|
if (Glowmap != NULL && (Base->GetWidth() != Glowmap->GetWidth() || Base->GetHeight() != Glowmap->GetHeight()))
|
|
{
|
|
// same restriction for the glow map
|
|
expandSprite = false;
|
|
return false;
|
|
}
|
|
expandSprite = true;
|
|
return true;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Sets up the sprite positioning data for this texture
|
|
//
|
|
//===========================================================================
|
|
|
|
void FGameTexture::SetupSpriteData()
|
|
{
|
|
// Since this is only needed for real sprites it gets allocated on demand.
|
|
// It also allocates from the image memory arena because it has the same lifetime and to reduce maintenance.
|
|
if (spi == nullptr) spi = (SpritePositioningInfo*)ImageArena.Alloc(2 * sizeof(SpritePositioningInfo));
|
|
for (int i = 0; i < 2; i++)
|
|
{
|
|
auto& spi = this->spi[i];
|
|
spi.mSpriteU[0] = spi.mSpriteV[0] = 0.f;
|
|
spi.mSpriteU[1] = spi.mSpriteV[1] = 1.f;
|
|
spi.spriteWidth = GetTexelWidth();
|
|
spi.spriteHeight = GetTexelHeight();
|
|
|
|
if (i == 1 && ShouldExpandSprite())
|
|
{
|
|
spi.mTrimResult = Base->TrimBorders(spi.trim); // get the trim size before adding the empty frame
|
|
spi.spriteWidth += 2;
|
|
spi.spriteHeight += 2;
|
|
}
|
|
}
|
|
SetSpriteRect();
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Set the sprite rectangle. This is separate because it may be called by a CVAR, too.
|
|
//
|
|
//===========================================================================
|
|
|
|
void FGameTexture::SetSpriteRect()
|
|
{
|
|
|
|
if (!spi) return;
|
|
auto leftOffset = GetTexelLeftOffset(r_spriteadjustHW);
|
|
auto topOffset = GetTexelTopOffset(r_spriteadjustHW);
|
|
|
|
float fxScale = GetScaleX();
|
|
float fyScale = GetScaleY();
|
|
|
|
for (int i = 0; i < 2; i++)
|
|
{
|
|
auto& spi = this->spi[i];
|
|
|
|
// mSpriteRect is for positioning the sprite in the scene.
|
|
spi.mSpriteRect.left = -leftOffset / fxScale;
|
|
spi.mSpriteRect.top = -topOffset / fyScale;
|
|
spi.mSpriteRect.width = spi.spriteWidth / fxScale;
|
|
spi.mSpriteRect.height = spi.spriteHeight / fyScale;
|
|
|
|
if (i == 1 && ShouldExpandSprite())
|
|
{
|
|
// a little adjustment to make sprites look better with texture filtering:
|
|
// create a 1 pixel wide empty frame around them.
|
|
|
|
int oldwidth = spi.spriteWidth - 2;
|
|
int oldheight = spi.spriteHeight - 2;
|
|
|
|
leftOffset += 1;
|
|
topOffset += 1;
|
|
|
|
// Reposition the sprite with the frame considered
|
|
spi.mSpriteRect.left = -(float)leftOffset / fxScale;
|
|
spi.mSpriteRect.top = -(float)topOffset / fyScale;
|
|
spi.mSpriteRect.width = (float)spi.spriteWidth / fxScale;
|
|
spi.mSpriteRect.height = (float)spi.spriteHeight / fyScale;
|
|
|
|
if (spi.mTrimResult > 0)
|
|
{
|
|
spi.mSpriteRect.left += (float)spi.trim[0] / fxScale;
|
|
spi.mSpriteRect.top += (float)spi.trim[1] / fyScale;
|
|
|
|
spi.mSpriteRect.width -= float(oldwidth - spi.trim[2]) / fxScale;
|
|
spi.mSpriteRect.height -= float(oldheight - spi.trim[3]) / fyScale;
|
|
|
|
spi.mSpriteU[0] = (float)spi.trim[0] / (float)spi.spriteWidth;
|
|
spi.mSpriteV[0] = (float)spi.trim[1] / (float)spi.spriteHeight;
|
|
spi.mSpriteU[1] -= float(oldwidth - spi.trim[0] - spi.trim[2]) / (float)spi.spriteWidth;
|
|
spi.mSpriteV[1] -= float(oldheight - spi.trim[1] - spi.trim[3]) / (float)spi.spriteHeight;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Cleans the attached hardware resources.
|
|
// This should only be used on textures which alter their content at run time
|
|
//or when the engine shuts down.
|
|
//
|
|
//===========================================================================
|
|
|
|
void FGameTexture::CleanHardwareData(bool full)
|
|
{
|
|
Base->CleanHardwareTextures();
|
|
for (auto mat : Material) if (mat) mat->DeleteDescriptors();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// Make sprite offset adjustment user-configurable per renderer.
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
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.GetGameTexture(FSetTextureID(i));
|
|
if (tex->GetTexelLeftOffset(0) != tex->GetTexelLeftOffset(1) || tex->GetTexelTopOffset(0) != tex->GetTexelTopOffset(1))
|
|
{
|
|
tex->SetSpriteRect();
|
|
}
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Coordinate helper.
|
|
// The only reason this is even needed is that many years ago someone
|
|
// was convinced that having per-texel panning on walls was a good idea.
|
|
// If it wasn't for this relatively useless feature the entire positioning
|
|
// code for wall textures could be a lot simpler.
|
|
//
|
|
//===========================================================================
|
|
|
|
//===========================================================================
|
|
//
|
|
//
|
|
//
|
|
//===========================================================================
|
|
|
|
float FTexCoordInfo::RowOffset(float rowoffset) const
|
|
{
|
|
float scale = fabs(mScale.Y);
|
|
if (scale == 1.f || mWorldPanning) return rowoffset;
|
|
else return rowoffset / scale;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
//
|
|
//
|
|
//===========================================================================
|
|
|
|
float FTexCoordInfo::TextureOffset(float textureoffset) const
|
|
{
|
|
float scale = fabs(mScale.X);
|
|
if (scale == 1.f || mWorldPanning) return textureoffset;
|
|
else return textureoffset / scale;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Returns the size for which texture offset coordinates are used.
|
|
//
|
|
//===========================================================================
|
|
|
|
float FTexCoordInfo::TextureAdjustWidth() const
|
|
{
|
|
if (mWorldPanning)
|
|
{
|
|
float tscale = fabs(mTempScale.X);
|
|
if (tscale == 1.f) return (float)mRenderWidth;
|
|
else return mWidth / fabs(tscale);
|
|
}
|
|
else return (float)mWidth;
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
// Retrieve texture coordinate info for per-wall scaling
|
|
//
|
|
//===========================================================================
|
|
|
|
void FTexCoordInfo::GetFromTexture(FGameTexture *tex, float x, float y, bool forceworldpanning)
|
|
{
|
|
if (x == 1.f)
|
|
{
|
|
mRenderWidth = xs_RoundToInt(tex->GetDisplayWidth());
|
|
mScale.X = tex->GetScaleX();
|
|
mTempScale.X = 1.f;
|
|
}
|
|
else
|
|
{
|
|
float scale_x = x * tex->GetScaleX();
|
|
mRenderWidth = xs_CeilToInt(tex->GetTexelWidth() / scale_x);
|
|
mScale.X = scale_x;
|
|
mTempScale.X = x;
|
|
}
|
|
|
|
if (y == 1.f)
|
|
{
|
|
mRenderHeight = xs_RoundToInt(tex->GetDisplayHeight());
|
|
mScale.Y = tex->GetScaleY();
|
|
mTempScale.Y = 1.f;
|
|
}
|
|
else
|
|
{
|
|
float scale_y = y * tex->GetScaleY();
|
|
mRenderHeight = xs_CeilToInt(tex->GetTexelHeight() / scale_y);
|
|
mScale.Y = scale_y;
|
|
mTempScale.Y = y;
|
|
}
|
|
if (tex->isHardwareCanvas())
|
|
{
|
|
mScale.Y = -mScale.Y;
|
|
mRenderHeight = -mRenderHeight;
|
|
}
|
|
mWorldPanning = tex->useWorldPanning() || forceworldpanning;
|
|
mWidth = tex->GetTexelWidth();
|
|
}
|
|
|