- moved the sprite positioning info out of FMaterial back into FTexture.

This cleans out half of FMaterial and brings it closer to being a texture binding descriptor, which is all it really should be.
This commit is contained in:
Christoph Oelckers 2020-04-14 23:19:11 +02:00
commit 0ce0099e29
7 changed files with 309 additions and 300 deletions

View file

@ -30,21 +30,6 @@
IHardwareTexture* CreateHardwareTexture();
// We really do not need to create more than one hardware texture per image source.
// However, the internal handling depends on FTexture for everything so this array maps each all textures sharing the same master texture that gets used in the layer array.
static TMap<FImageSource*, FTexture*> imageToMasterTexture;
static FTexture* GetMasterTexture(FTexture* tx)
{
if (tx->GetUseType() == ETextureType::Null) return tx; // Null textures never get redirected
auto img = tx->GetImage();
if (!img) return tx; // this is not an image texture and represents itself.
auto find = imageToMasterTexture.CheckKey(img);
if (find) return *find; // already got a master texture for this. Return it.
imageToMasterTexture.Insert(img, tx);
return tx; // this is a newly added master texture.
}
//===========================================================================
//
// Constructor
@ -55,7 +40,7 @@ FMaterial::FMaterial(FTexture * tx, bool expanded)
{
mShaderIndex = SHADER_Default;
sourcetex = tx;
imgtex = GetMasterTexture(tx);
imgtex = tx;
if (tx->UseType == ETextureType::SWCanvas && static_cast<FWrapperTexture*>(tx)->GetColorFormat() == 0)
{
@ -79,7 +64,7 @@ FMaterial::FMaterial(FTexture * tx, bool expanded)
{
for (auto &texture : { tx->Normal, tx->Specular })
{
mTextureLayers.Push(GetMasterTexture(texture));
mTextureLayers.Push(texture);
}
mShaderIndex = SHADER_Specular;
}
@ -87,7 +72,7 @@ FMaterial::FMaterial(FTexture * tx, bool expanded)
{
for (auto &texture : { tx->Normal, tx->Metallic, tx->Roughness, tx->AmbientOcclusion })
{
mTextureLayers.Push(GetMasterTexture(texture));
mTextureLayers.Push(texture);
}
mShaderIndex = SHADER_PBR;
}
@ -96,7 +81,7 @@ FMaterial::FMaterial(FTexture * tx, bool expanded)
tx->CreateDefaultBrightmap();
if (tx->Brightmap)
{
mTextureLayers.Push(GetMasterTexture(tx->Brightmap));
mTextureLayers.Push(tx->Brightmap);
mLayerFlags |= TEXF_Brightmap;
}
else
@ -105,7 +90,7 @@ FMaterial::FMaterial(FTexture * tx, bool expanded)
}
if (tx->Detailmap)
{
mTextureLayers.Push(GetMasterTexture(tx->Detailmap));
mTextureLayers.Push(tx->Detailmap);
mLayerFlags |= TEXF_Detailmap;
}
else
@ -114,7 +99,7 @@ FMaterial::FMaterial(FTexture * tx, bool expanded)
}
if (tx->Glowmap)
{
mTextureLayers.Push(GetMasterTexture(tx->Glowmap));
mTextureLayers.Push(tx->Glowmap);
mLayerFlags |= TEXF_Glowmap;
}
else
@ -130,7 +115,7 @@ FMaterial::FMaterial(FTexture * tx, bool expanded)
for (auto &texture : tx->CustomShaderTextures)
{
if (texture == nullptr) continue;
mTextureLayers.Push(GetMasterTexture(texture));
mTextureLayers.Push(texture);
}
mShaderIndex = tx->shaderindex;
}
@ -142,23 +127,8 @@ FMaterial::FMaterial(FTexture * tx, bool expanded)
mTopOffset = tx->GetTopOffset(0);
mRenderWidth = tx->GetScaledWidth();
mRenderHeight = tx->GetScaledHeight();
mSpriteU[0] = mSpriteV[0] = 0.f;
mSpriteU[1] = mSpriteV[1] = 1.f;
mExpanded = expanded;
if (expanded)
{
int oldwidth = mWidth;
int oldheight = mHeight;
mTrimResult = TrimBorders(trim); // get the trim size before adding the empty frame
mWidth += 2;
mHeight += 2;
mRenderWidth = mRenderWidth * mWidth / oldwidth;
mRenderHeight = mRenderHeight * mHeight / oldheight;
}
SetSpriteRect();
mTextureLayers.ShrinkToFit();
tx->Material[expanded] = this;
@ -175,149 +145,6 @@ FMaterial::~FMaterial()
{
}
//===========================================================================
//
// Set the sprite rectangle
//
//===========================================================================
void FMaterial::SetSpriteRect()
{
auto leftOffset = sourcetex->GetLeftOffsetHW();
auto topOffset = sourcetex->GetTopOffsetHW();
float fxScale = (float)sourcetex->Scale.X;
float fyScale = (float)sourcetex->Scale.Y;
// mSpriteRect is for positioning the sprite in the scene.
mSpriteRect.left = -leftOffset / fxScale;
mSpriteRect.top = -topOffset / fyScale;
mSpriteRect.width = mWidth / fxScale;
mSpriteRect.height = mHeight / fyScale;
if (mExpanded)
{
// a little adjustment to make sprites look better with texture filtering:
// create a 1 pixel wide empty frame around them.
int oldwidth = mWidth - 2;
int oldheight = mHeight - 2;
leftOffset += 1;
topOffset += 1;
// Reposition the sprite with the frame considered
mSpriteRect.left = -leftOffset / fxScale;
mSpriteRect.top = -topOffset / fyScale;
mSpriteRect.width = mWidth / fxScale;
mSpriteRect.height = mHeight / fyScale;
if (mTrimResult)
{
mSpriteRect.left += trim[0] / fxScale;
mSpriteRect.top += trim[1] / fyScale;
mSpriteRect.width -= (oldwidth - trim[2]) / fxScale;
mSpriteRect.height -= (oldheight - trim[3]) / fyScale;
mSpriteU[0] = trim[0] / (float)mWidth;
mSpriteV[0] = trim[1] / (float)mHeight;
mSpriteU[1] -= (oldwidth - trim[0] - trim[2]) / (float)mWidth;
mSpriteV[1] -= (oldheight - trim[1] - trim[3]) / (float)mHeight;
}
}
}
//===========================================================================
//
// Finds empty space around the texture.
// Used for sprites that got placed into a huge empty frame.
//
//===========================================================================
bool FMaterial::TrimBorders(uint16_t *rect)
{
auto texbuffer = sourcetex->CreateTexBuffer(0);
int w = texbuffer.mWidth;
int h = texbuffer.mHeight;
auto Buffer = texbuffer.mBuffer;
if (texbuffer.mBuffer == nullptr)
{
return false;
}
if (w != mWidth || h != mHeight)
{
// external Hires replacements cannot be trimmed.
return false;
}
int size = w*h;
if (size == 1)
{
// nothing to be done here.
rect[0] = 0;
rect[1] = 0;
rect[2] = 1;
rect[3] = 1;
return true;
}
int first, last;
for(first = 0; first < size; first++)
{
if (Buffer[first*4+3] != 0) break;
}
if (first >= size)
{
// completely empty
rect[0] = 0;
rect[1] = 0;
rect[2] = 1;
rect[3] = 1;
return true;
}
for(last = size-1; last >= first; last--)
{
if (Buffer[last*4+3] != 0) break;
}
rect[1] = first / w;
rect[3] = 1 + last/w - rect[1];
rect[0] = 0;
rect[2] = w;
unsigned char *bufferoff = Buffer + (rect[1] * w * 4);
h = rect[3];
for(int x = 0; x < w; x++)
{
for(int y = 0; y < h; y++)
{
if (bufferoff[(x+y*w)*4+3] != 0) goto outl;
}
rect[0]++;
}
outl:
rect[2] -= rect[0];
for(int x = w-1; rect[2] > 1; x--)
{
for(int y = 0; y < h; y++)
{
if (bufferoff[(x+y*w)*4+3] != 0)
{
return true;
}
}
rect[2]--;
}
return true;
}
//===========================================================================
//
@ -343,25 +170,6 @@ IHardwareTexture *FMaterial::GetLayer(int i, int translation, FTexture **pLayer)
return nullptr;
}
//===========================================================================
//
//
//
//===========================================================================
int FMaterial::GetAreas(FloatRect **pAreas) const
{
if (mShaderIndex == SHADER_Default) // texture splitting can only be done if there's no attached effects
{
*pAreas = sourcetex->areas;
return sourcetex->areacount;
}
else
{
return 0;
}
}
//==========================================================================
//
// Gets a texture from the texture manager and checks its validity for
@ -371,31 +179,13 @@ int FMaterial::GetAreas(FloatRect **pAreas) const
FMaterial * FMaterial::ValidateTexture(FTexture * tex, bool expand, bool create)
{
again:
if (tex && tex->isValid())
{
if (tex->bNoExpand) expand = false;
if (!tex->ShouldExpandSprite()) expand = false;
FMaterial *hwtex = tex->Material[expand];
if (hwtex == NULL && create)
{
if (expand)
{
if (tex->isWarped() || tex->isHardwareCanvas() || tex->shaderindex >= FIRST_USER_SHADER || tex->shaderindex == SHADER_Specular || tex->shaderindex == SHADER_PBR)
{
tex->bNoExpand = true;
goto again;
}
if (tex->Brightmap != NULL &&
(tex->GetTexelWidth() != tex->Brightmap->GetTexelWidth() ||
tex->GetTexelHeight() != tex->Brightmap->GetTexelHeight())
)
{
// do not expand if the brightmap's size differs.
tex->bNoExpand = true;
goto again;
}
}
hwtex = new FMaterial(tex, expand);
}
return hwtex;
@ -415,29 +205,3 @@ void DeleteMaterial(FMaterial* mat)
}
//-----------------------------------------------------------------------------
//
// Make sprite offset adjustment user-configurable per renderer.
//
//-----------------------------------------------------------------------------
extern int r_spriteadjustSW, r_spriteadjustHW;
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.GetTexture(FSetTextureID(i));
if (tex->GetTexelLeftOffset(0) != tex->GetTexelLeftOffset(1) || tex->GetTexelTopOffset(0) != tex->GetTexelTopOffset(1))
{
for (int i = 0; i < 2; i++)
{
auto mat = tex->GetMaterial(i);
if (mat != nullptr) mat->SetSpriteRect();
}
}
}
}