raze/source/build/src/texcache.cpp

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#include "baselayer.h"
#include "build.h"
#include "lz4.h"
#include "hightile.h"
#include "polymost.h"
#include "texcache.h"
#include "scriptfile.h"
#include "xxhash.h"
#include "kplib.h"
#include "vfs.h"
#include "textures.h"
#include "bitmap.h"
#include "../../glbackend/glbackend.h"
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extern int r_detailmapping, r_glowmapping, usehightile, r_useindexedcolortextures;
extern int fixpalette, fixpalswap;
#if 0
void gltexinvalidate(int32_t dapicnum, int32_t dapalnum, int32_t dameth)
{
const int32_t pic = (dapicnum & (GLTEXCACHEADSIZ - 1));
for (pthtyp* pth = texcache.list[pic]; pth; pth = pth->next)
if (pth->picnum == dapicnum && pth->palnum == dapalnum)
{
pth->flags |= PTH_INVALIDATED;
if (pth->flags & PTH_HASFULLBRIGHT)
pth->ofb->flags |= PTH_INVALIDATED;
}
}
//Make all textures "dirty" so they reload, but not re-allocate
//This should be much faster than polymost_glreset()
//Use this for palette effects ... but not ones that change every frame!
void gltexinvalidatetype(int32_t type)
{
#if 0
for (bssize_t j = 0; j <= GLTEXCACHEADSIZ - 1; j++)
{
for (pthtyp* pth = texcache.list[j]; pth; pth = pth->next)
{
if (type == INVALIDATE_ALL ||
(type == INVALIDATE_ALL_NON_INDEXED && !(pth->flags & PTH_INDEXED)) ||
(type == INVALIDATE_ART && pth->hicr == NULL) ||
(type == INVALIDATE_ART_NON_INDEXED && pth->hicr == NULL && !(pth->flags & PTH_INDEXED)))
{
pth->flags |= PTH_INVALIDATED;
if (pth->flags & PTH_HASFULLBRIGHT)
pth->ofb->flags |= PTH_INVALIDATED;
}
}
}
#endif
clearskins(type);
#ifdef DEBUGGINGAIDS
OSD_Printf("gltexinvalidateall()\n");
#endif
}
void cleartexturecache()
{
for (bssize_t i = 0; i <= GLTEXCACHEADSIZ - 1; i++)
{
for (pthtyp* pth = texcache.list[i]; pth;)
{
pthtyp* const next = pth->next;
if (pth->flags & PTH_HASFULLBRIGHT)
{
delete pth->ofb->glpic;
Xfree(pth->ofb);
}
delete pth->glpic;
Xfree(pth);
pth = next;
}
texcache.list[i] = NULL;
}
}
static void polymost_setupsampler(FHardwareTexture* tex, const int32_t dameth, int filter)
{
if (!(dameth & DAMETH_CLAMPED))
{
tex->SetSampler(SamplerRepeat);
}
else
{
// For sprite textures, clamping looks better than wrapping
tex->SetSampler(SamplerClampXY);
}
}
void gloadtile_art(int32_t dapic, int32_t dameth, pthtyp* pth, int32_t doalloc)
{
vec2_16_t const& tsizart = tilesiz[dapic];
vec2_t siz = { tsizart.x, tsizart.y };
vec2_t ssiz = siz;
//POGOTODO: npoty
char npoty = 0;
tileLoad(globalpicnum);
const uint8_t* p = tilePtr(dapic);
if (!p)
{
static uint8_t pix = 255;
siz.x = siz.y = 1;
p = &pix;
}
{
if (doalloc)
{
assert(pth->glpic == nullptr);
pth->glpic = GLInterface.NewTexture();
pth->glpic->CreateTexture(siz.x, siz.y, true, false);
pth->glpic->SetSampler((dameth & DAMETH_CLAMPED) ? SamplerClampXY : SamplerRepeat);
polymost_setupsampler(pth->glpic, dameth, 0);
}
TArray<uint8_t> flipped(siz.x * siz.y, true);
FlipNonSquareBlock(flipped.Data(), p, siz.y, siz.x, siz.y);
pth->glpic->LoadTexture(flipped.Data());
}
pth->picnum = dapic;
pth->palnum = 0;
pth->shade = 0;
pth->effects = 0;
pth->flags = PTH_HASALPHA | PTH_ONEBITALPHA | PTH_INDEXED;
//pth->hicr = NULL;
pth->siz = ssiz;
}
#if 0
int32_t gloadtile_hi(int32_t dapic, int32_t dapalnum, int32_t facen, hicreplctyp* hicr,
int32_t dameth, pthtyp* pth, int32_t doalloc, polytintflags_t effect)
{
if (!hicr) return -1;
char* fn;
if (facen > 0)
{
if (!hicr->skybox || facen > 6 || !hicr->skybox->face[facen - 1])
return -1;
fn = hicr->skybox->face[facen - 1];
}
else
{
if (!hicr->filename)
return -1;
fn = hicr->filename;
}
auto texture = TileFiles.GetTexture(fn);
if (texture == nullptr)
{
OSD_Printf("hightile: %s (pic %d) not found\n", fn, dapic);
return -2;
}
if ((doalloc & 3) == 1)
{
pth->glpic = GLInterface.NewTexture();
pth->glpic->CreateTexture(texture->GetWidth(), texture->GetHeight(), false, true);
}
auto image = texture->GetBgraBitmap(nullptr, nullptr);
bool hasalpha = texture->GetTranslucency();
bool onebitalpha = texture->isMasked();
pth->glpic->LoadTexture(image);
#if 0 // I don't really think this is a good idea. The hightile should look indistinguishable to the game compared to the regular one.
vec2_t tsiz = { texture->GetWidth(), texture->GetHeight() };
// precalculate scaling parameters for replacement
if (facen > 0)
pth->scale = { (float)tsiz.x * (1.0f / 64.f), (float)tsiz.y * (1.0f / 64.f) };
else
pth->scale = { (float)tsiz.x / (float)tilesiz[dapic].x, (float)tsiz.y / (float)tilesiz[dapic].y };
#else
pth->scale = { 1.f,1.f };
#endif
polymost_setupsampler(pth->glpic, dameth, (hicr->flags & HICR_FORCEFILTER) ? TEXFILTER_ON : -1);
pth->picnum = dapic;
pth->effects = effect;
pth->flags = PTH_HIGHTILE | ((facen > 0) * PTH_SKYBOX) |
(onebitalpha ? PTH_ONEBITALPHA : 0) |
(hasalpha ? PTH_HASALPHA : 0) |
((hicr->flags & HICR_FORCEFILTER) ? PTH_FORCEFILTER : 0);
pth->skyface = facen;
//pth->hicr = hicr;
if (facen > 0) pth->siz = { 64, 64 }; else pth->siz = { tilesiz[dapic].x, tilesiz[dapic].y };
return 0;
}
#endif
#define TEXCACHE_FREEBUFS() { Xfree(pic), Xfree(packbuf), Xfree(midbuf); }
globaltexcache texcache;
// <dashade>: ignored if not in Polymost+r_usetileshades
pthtyp *texcache_fetch(int32_t dapicnum, int32_t dapalnum, int32_t dashade, int32_t dameth)
{
#if 0
const int32_t j = dapicnum & (GLTEXCACHEADSIZ - 1);
hicreplctyp *si = usehightile ? hicfindsubst(dapicnum, dapalnum) : NULL;
if (drawingskybox && usehightile)
{
auto si = hicfindskybox(dapicnum, dapalnum);
if (si == nullptr)
return nullptr;
}
if (!si)
#endif
{
return (dapalnum >= (MAXPALOOKUPS - RESERVEDPALS) || hicprecaching) ?
NULL : texcache_tryart(dapicnum, dapalnum, dashade, dameth);
}
#if 0
/* if palette > 0 && replacement found
* no effects are applied to the texture
* else if palette > 0 && no replacement found
* effects are applied to the palette 0 texture if it exists
*/
polytintflags_t const tintflags = hictinting[dapalnum].f;
const int32_t checktintpal = (tintflags & HICTINT_APPLYOVERALTPAL) ? 0 : si->palnum;
const int32_t checkcachepal = ((tintflags & HICTINT_IN_MEMORY) || ((tintflags & HICTINT_APPLYOVERALTPAL) && si->palnum > 0)) ? dapalnum : si->palnum;
// load a replacement
for (pthtyp *pth = texcache.list[j]; pth; pth = pth->next)
{
if (pth->picnum == dapicnum && pth->palnum == checkcachepal && (checktintpal > 0 ? 1 : (pth->effects == tintflags))
&& (pth->flags & (PTH_HIGHTILE | PTH_SKYBOX)) == (PTH_HIGHTILE | (drawingskybox > 0) * PTH_SKYBOX)
&& (drawingskybox > 0 ? (pth->skyface == drawingskybox) : 1))
{
if (pth->flags & PTH_INVALIDATED)
{
pth->flags &= ~PTH_INVALIDATED;
int32_t tilestat = gloadtile_hi(dapicnum, dapalnum, drawingskybox, si, dameth, pth, 0,
(checktintpal > 0) ? 0 : tintflags); // reload tile
if (!tilestat)
continue;
return (drawingskybox || hicprecaching) ? NULL : texcache_tryart(dapicnum, dapalnum, dashade, dameth);
}
return pth;
}
}
pthtyp *pth = (pthtyp *)Xcalloc(1, sizeof(pthtyp));
// possibly fetch an already loaded multitexture :_)
if (dapalnum == DETAILPAL && texcache_fetchmulti(pth, si, dapicnum, dameth))
return pth;
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int32_t tilestat = gloadtile_hi(dapicnum, dapalnum, drawingskybox, si, dameth, pth, 1, (checktintpal > 0) ? 0 : tintflags);
if (!tilestat)
{
pth->next = texcache.list[j];
pth->palnum = checkcachepal;
texcache.list[j] = pth;
return pth;
}
Xfree(pth);
return (drawingskybox || hicprecaching) ? NULL : texcache_tryart(dapicnum, dapalnum, dashade, dameth);
#endif
}
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#endif
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template<class T>
void FlipNonSquareBlock(T* dst, const T* src, int x, int y, int srcpitch)
{
for (int i = 0; i < x; ++i)
{
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for (int j = 0; j < y; ++j)
{
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dst[i * y + j] = src[i + j * srcpitch];
}
}
}
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//===========================================================================
//
// Create an indexed version of the requested texture
//
//===========================================================================
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FHardwareTexture* CreateIndexedTexture(FTexture* tex)
{
auto siz = tex->GetSize();
bool npoty = false;
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const uint8_t* p = tex->Get8BitPixels();
TArray<uint8_t> store(siz.x * siz.y, true);
if (!p)
{
tex->Create8BitPixels(store.Data());
p = store.Data();
}
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auto glpic = GLInterface.NewTexture();
glpic->CreateTexture(siz.x, siz.y, true, false);
TArray<uint8_t> flipped(siz.x * siz.y, true);
FlipNonSquareBlock(flipped.Data(), p, siz.y, siz.x, siz.y);
glpic->LoadTexture(flipped.Data());
return glpic;
}
//===========================================================================
//
// Retrieve the texture to be used.
//
//===========================================================================
FHardwareTexture* GLInstance::LoadTexture(FTexture* tex, int textype, int palid)
{
if (textype == TT_TRUECOLOR && palid == 0) textype = TT_HICREPLACE; // true color tiles with the base palette won't get processed.
if (textype == TT_INDEXED)
{
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auto hwtex = tex->GetHardwareTexture(-1);
if (hwtex) return hwtex;
else
{
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hwtex = CreateIndexedTexture(tex);
tex->SetHardwareTexture(-1, hwtex);
return hwtex;
}
}
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}
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//===========================================================================
//
// Sets a texture for rendering
//
//===========================================================================
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bool GLInstance::SetTexture(FTexture* tex, int palette, int method, int sampleroverride)
{
int usepalette = fixpalette >= 1 ? fixpalette - 1 : curbasepal;
int usepalswap = fixpalswap >= 1 ? fixpalswap - 1 : palette;
GLInterface.SetPalette(usepalette);
GLInterface.SetPalswap(usepalswap);
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TextureType = r_useindexedcolortextures? TT_INDEXED : TT_TRUECOLOR;
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int lookuppal = 0;
VSMatrix texmat;
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auto rep = usehightile? currentTexture->FindReplacement(palette) : nullptr;
if (rep)
{
// Hightile replacements have only one texture representation and it is always the base.
tex = rep->faces[0];
TextureType = TT_HICREPLACE;
}
else
{
// Only look up the palette if we really want to use it (i.e. when creating a true color texture of an ART tile.)
if (!r_useindexedcolortextures) lookuppal = palmanager.LookupPalette(usepalette, usepalswap);
}
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// Load the main texture
auto mtex = LoadTexture(tex, TextureType, lookuppal);
if (mtex)
{
auto sampler = (method & DAMETH_CLAMPED) ? (sampleroverride != -1 ? sampleroverride : SamplerClampXY) : SamplerRepeat;
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BindTexture(0, mtex, sampler);
if (rep && ((rep->scale.x != 1.0f) || (rep->scale.y != 1.0f)))
{
texmat.loadIdentity();
texmat.scale(rep->scale.x, rep->scale.y, 1.0f);
GLInterface.SetMatrix(Matrix_Texture, &texmat);
MatrixChange |= 1;
}
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// Also load additional layers needed for this texture.
if (r_detailmapping && usehightile)
{
auto drep = currentTexture->FindReplacement(DETAILPAL);
if (drep)
{
auto htex = LoadTexture(drep->faces[0], TT_HICREPLACE, 0);
UseDetailMapping(true);
BindTexture(3, htex, SamplerRepeat);
texmat.loadIdentity();
if (rep && ((rep->scale.x != 1.0f) || (rep->scale.y != 1.0f)))
{
texmat.scale(rep->scale.x, rep->scale.y, 1.0f);
MatrixChange |= 2;
}
if ((drep->scale.x != 1.0f) || (drep->scale.y != 1.0f))
{
texmat.scale(drep->scale.x, drep->scale.y, 1.0f);
MatrixChange |= 2;
}
if (MatrixChange & 2) GLInterface.SetMatrix(Matrix_Detail, &texmat);
}
}
if (r_glowmapping && usehightile)
{
auto drep = currentTexture->FindReplacement(GLOWPAL);
if (drep)
{
auto htex = LoadTexture(drep->faces[0], TT_HICREPLACE, 0);
UseGlowMapping(true);
BindTexture(4, htex, SamplerRepeat);
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}
}
auto brep = currentTexture->FindReplacement(BRIGHTPAL);
if (brep)
{
auto htex = LoadTexture(brep->faces[0], TT_HICREPLACE, 0);
BindTexture(5, mtex, sampler);
}
}
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float al = 0;
if (TextureType == TT_HICREPLACE)
{
al = /*alphahackarray[globalpicnum] != 0 ? alphahackarray[globalpicnum] * (1.f / 255.f) :*/
(tex->alphaThreshold >= 0.f ? tex->alphaThreshold : 0.f);
}
GLInterface.SetAlphaThreshold(al);
}