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