mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-15 08:51:24 +00:00
- did a bit of optimization on FGameTexture.
Since all material layers except the brightmaps are relatively rare encounters these were taken out of the main texture object and offloaded to a substructure that is only allocated on demand.
This commit is contained in:
parent
52e5e2f59a
commit
10c552fb66
5 changed files with 110 additions and 46 deletions
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@ -140,16 +140,27 @@ void FGameTexture::AddAutoMaterials()
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const char* path;
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RefCountedPtr<FTexture> FGameTexture::* pointer;
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};
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struct AutoTextureSearchPath2
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{
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const char* path;
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RefCountedPtr<FTexture> FMaterialLayers::* pointer;
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};
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static AutoTextureSearchPath autosearchpaths[] =
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{
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{ "brightmaps/", &FGameTexture::Brightmap }, // For backwards compatibility, only for short names
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{ "materials/brightmaps/", &FGameTexture::Brightmap },
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{ "materials/normalmaps/", &FGameTexture::Normal },
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{ "materials/specular/", &FGameTexture::Specular },
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{ "materials/metallic/", &FGameTexture::Metallic },
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{ "materials/roughness/", &FGameTexture::Roughness },
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{ "materials/ao/", &FGameTexture::AmbientOcclusion }
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};
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static AutoTextureSearchPath2 autosearchpaths2[] =
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{
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{ "materials/detailmaps/", &FMaterialLayers::Detailmap },
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{ "materials/glowmaps/", &FMaterialLayers::Glowmap },
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{ "materials/normalmaps/", &FMaterialLayers::Normal },
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{ "materials/specular/", &FMaterialLayers::Specular },
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{ "materials/metallic/", &FMaterialLayers::Metallic },
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{ "materials/roughness/", &FMaterialLayers::Roughness },
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{ "materials/ao/", &FMaterialLayers::AmbientOcclusion }
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};
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if (flags & GTexf_AutoMaterialsAdded) return; // do this only once
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@ -181,6 +192,24 @@ void FGameTexture::AddAutoMaterials()
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}
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}
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}
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for (size_t i = 0; i < countof(autosearchpaths2); i++)
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{
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auto& layer = autosearchpaths2[i];
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if (!this->Layers || this->Layers.get()->*(layer.pointer) == nullptr) // only if no explicit assignment had been done.
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{
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FStringf lookup("%s%s%s", layer.path, fullname ? "" : "auto/", searchname.GetChars());
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auto lump = fileSystem.CheckNumForFullName(lookup, false, ns_global, true);
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if (lump != -1)
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{
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auto bmtex = TexMan.FindGameTexture(fileSystem.GetFileFullName(lump), ETextureType::Any, FTextureManager::TEXMAN_TryAny);
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if (bmtex != nullptr)
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{
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if (this->Layers == nullptr) this->Layers = std::make_unique<FMaterialLayers>();
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this->Layers.get()->* (layer.pointer) = bmtex->GetTexture();
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}
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}
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}
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}
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flags |= GTexf_AutoMaterialsAdded;
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}
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@ -283,7 +312,7 @@ bool FGameTexture::ShouldExpandSprite()
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expandSprite = false;
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return false;
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}
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if (Glowmap != NULL && (Base->GetWidth() != Glowmap->GetWidth() || Base->GetHeight() != Glowmap->GetHeight()))
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if (Layers && Layers->Glowmap != NULL && (Base->GetWidth() != Layers->Glowmap->GetWidth() || Base->GetHeight() != Layers->Glowmap->GetHeight()))
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{
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// same restriction for the glow map
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expandSprite = false;
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@ -1,5 +1,6 @@
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#pragma once
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#include <stdint.h>
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#include <memory>
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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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@ -62,6 +63,18 @@ enum EGameTexFlags
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GTexf_NoTrim = 1024, // Don't perform trimming on this texture.
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};
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struct FMaterialLayers
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{
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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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};
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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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@ -71,14 +84,7 @@ class FGameTexture
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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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std::unique_ptr<FMaterialLayers> Layers;
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FString Name;
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FTextureID id;
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@ -204,14 +210,25 @@ public:
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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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bool needlayers = (lay.Normal || lay.Specular || lay.Metallic || lay.Roughness || lay.AmbientOcclusion);
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for (int i = 0; i < MAX_CUSTOM_HW_SHADER_TEXTURES && !needlayers; i++)
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{
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if (lay.CustomShaderTextures[i]) CustomShaderTextures[i] = lay.CustomShaderTextures[i]->GetTexture();
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if (lay.CustomShaderTextures[i]) needlayers = true;
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}
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if (needlayers)
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{
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Layers = std::make_unique<FMaterialLayers>();
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if (lay.Normal) Layers->Normal = lay.Normal->GetTexture();
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if (lay.Specular) Layers->Specular = lay.Specular->GetTexture();
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if (lay.Metallic) Layers->Metallic = lay.Metallic->GetTexture();
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if (lay.Roughness) Layers->Roughness = lay.Roughness->GetTexture();
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if (lay.AmbientOcclusion) Layers->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]) Layers->CustomShaderTextures[i] = lay.CustomShaderTextures[i]->GetTexture();
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}
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}
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}
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float GetGlossiness() const { return Glossiness; }
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@ -306,13 +323,20 @@ public:
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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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for (auto tex : { Base.get(), Brightmap.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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if (Layers)
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{
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if (tex != nullptr) layers.Push(tex.get());
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for (auto tex : { Layers->Detailmap.get(), Layers->Glowmap.get(), Layers->Normal.get(), Layers->Specular.get(), Layers->Metallic.get(), Layers->Roughness.get(), Layers->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 : Layers->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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}
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@ -335,28 +359,34 @@ public:
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}
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FTexture* GetGlowmap()
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{
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return Glowmap.get();
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if (!Layers) return nullptr;
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return Layers->Glowmap.get();
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}
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FTexture* GetDetailmap()
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{
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return Detailmap.get();
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if (!Layers) return nullptr;
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return Layers->Detailmap.get();
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}
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void SetGlowmap(FTexture *T)
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{
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Glowmap = T;
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if (!Layers) Layers = std::make_unique<FMaterialLayers>();
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Layers->Glowmap = T;
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}
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void SetDetailmap(FTexture* T)
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{
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Detailmap = T;
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if (!Layers) Layers = std::make_unique<FMaterialLayers>();
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Layers->Detailmap = T;
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}
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void SetNormalmap(FTexture* T)
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{
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Normal = T;
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if (!Layers) Layers = std::make_unique<FMaterialLayers>();
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Layers->Normal = T;
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}
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void SetSpecularmap(FTexture* T)
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{
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Specular = T;
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if (!Layers) Layers = std::make_unique<FMaterialLayers>();
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Layers->Specular = T;
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}
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};
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@ -79,17 +79,17 @@ FMaterial::FMaterial(FGameTexture * tx, int scaleflags)
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mShaderIndex = tx->isWarped(); // This picks SHADER_Warp1 or SHADER_Warp2
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}
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// Note that the material takes no ownership of the texture!
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else if (tx->Normal.get() && tx->Specular.get())
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else if (tx->Layers && tx->Layers->Normal.get() && tx->Layers->Specular.get())
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{
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for (auto &texture : { tx->Normal.get(), tx->Specular.get() })
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for (auto &texture : { tx->Layers->Normal.get(), tx->Layers->Specular.get() })
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{
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mTextureLayers.Push({ texture, 0, -1 });
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}
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mShaderIndex = SHADER_Specular;
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}
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else if (tx->Normal.get() && tx->Metallic.get() && tx->Roughness.get() && tx->AmbientOcclusion.get())
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else if (tx->Layers && tx->Layers->Normal.get() && tx->Layers->Metallic.get() && tx->Layers->Roughness.get() && tx->Layers->AmbientOcclusion.get())
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{
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for (auto &texture : { tx->Normal.get(), tx->Metallic.get(), tx->Roughness.get(), tx->AmbientOcclusion.get() })
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for (auto &texture : { tx->Layers->Normal.get(), tx->Layers->Metallic.get(), tx->Layers->Roughness.get(), tx->Layers->AmbientOcclusion.get() })
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{
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mTextureLayers.Push({ texture, 0, -1 });
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}
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@ -108,18 +108,18 @@ FMaterial::FMaterial(FGameTexture * tx, int scaleflags)
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{
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mTextureLayers.Push({ placeholder->GetTexture(), 0, -1 });
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}
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if (tx->Detailmap.get())
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if (tx->Layers && tx->Layers->Detailmap.get())
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{
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mTextureLayers.Push({ tx->Detailmap.get(), 0, CLAMP_NONE });
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mTextureLayers.Push({ tx->Layers->Detailmap.get(), 0, CLAMP_NONE });
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mLayerFlags |= TEXF_Detailmap;
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}
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else
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{
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mTextureLayers.Push({ placeholder->GetTexture(), 0, -1 });
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}
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if (tx->Glowmap.get())
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if (tx->Layers && tx->Layers->Glowmap.get())
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{
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mTextureLayers.Push({ tx->Glowmap.get(), scaleflags, -1 });
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mTextureLayers.Push({ tx->Layers->Glowmap.get(), scaleflags, -1 });
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mLayerFlags |= TEXF_Glowmap;
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}
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else
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@ -133,9 +133,9 @@ FMaterial::FMaterial(FGameTexture * tx, int scaleflags)
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if (index >= FIRST_USER_SHADER)
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{
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const UserShaderDesc& usershader = usershaders[index - 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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if (tx->Layers && 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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for (auto& texture : tx->Layers->CustomShaderTextures)
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{
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if (texture == nullptr) continue;
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mTextureLayers.Push({ texture.get(), 0 }); // scalability should be user-definable.
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@ -426,7 +426,7 @@ FTextureID FTextureManager::AddGameTexture (FGameTexture *texture, bool addtohas
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hash = -1;
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}
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TextureHash hasher = { texture, -1, -1, -1, hash };
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TextureDescriptor hasher = { texture, -1, -1, -1, hash };
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int trans = Textures.Push (hasher);
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Translation.Push (trans);
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if (bucket >= 0) HashFirst[bucket] = trans;
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@ -1150,7 +1150,7 @@ void FTextureManager::AddLocalizedVariants()
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uint32_t langid = MAKE_ID(lang[0], lang[1], lang[2], 0);
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uint64_t comboid = (uint64_t(langid) << 32) | origTex.GetIndex();
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LocalizedTextures.Insert(comboid, tex.GetIndex());
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Textures[origTex.GetIndex()].HasLocalization = true;
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Textures[origTex.GetIndex()].Flags |= TEXFLAG_HASLOCALIZATION;
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}
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else
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{
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@ -29,7 +29,7 @@ private:
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{
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if ((unsigned)texnum >= Textures.Size()) return -1;
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if (animate) texnum = Translation[texnum];
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if (localize && Textures[texnum].HasLocalization) texnum = ResolveLocalizedTexture(texnum);
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if (localize && Textures[texnum].Flags & TEXFLAG_HASLOCALIZATION) texnum = ResolveLocalizedTexture(texnum);
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return texnum;
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}
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@ -183,17 +183,22 @@ private:
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// Switches
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struct TextureHash
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struct TextureDescriptor
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{
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FGameTexture* Texture;
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int Paletted; // redirection to paletted variant
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int FrontSkyLayer; // and front sky layer,
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int RawTexture;
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int HashNext;
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bool HasLocalization;
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uint64_t Flags;
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};
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enum : uint64_t
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{
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TEXFLAG_HASLOCALIZATION = 1,
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TEXFLAG_FIRSTUSER = 65536, // this leaves 16 flags to the texture manager and 48 flags to the user
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};
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enum { HASH_END = -1, HASH_SIZE = 1027 };
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TArray<TextureHash> Textures;
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TArray<TextureDescriptor> Textures;
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TMap<uint64_t, int> LocalizedTextures;
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int HashFirst[HASH_SIZE];
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FTextureID DefaultTexture;
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