- store the material layers in reference counted pointers in the FGameTexture object.

Reference counting is used because a texture image may be shared by more than one game texture.
This commit is contained in:
Christoph Oelckers 2020-04-17 01:03:21 +02:00
commit 42304d9680
5 changed files with 245 additions and 140 deletions

View file

@ -60,17 +60,18 @@ FMaterial::FMaterial(FGameTexture * tx, int scaleflags)
{
mShaderIndex = tx->isWarped(); // This picks SHADER_Warp1 or SHADER_Warp2
}
else if (imgtex->Normal && imgtex->Specular)
// Note that the material takes no ownership of the texture!
else if (tx->Normal.get() && tx->Specular.get())
{
for (auto &texture : { imgtex->Normal, imgtex->Specular })
for (auto &texture : { tx->Normal.get(), tx->Specular.get() })
{
mTextureLayers.Push(texture);
}
mShaderIndex = SHADER_Specular;
}
else if (imgtex->Normal && imgtex->Metallic && imgtex->Roughness && imgtex->AmbientOcclusion)
else if (tx->Normal.get() && tx->Metallic.get() && tx->Roughness.get() && tx->AmbientOcclusion.get())
{
for (auto &texture : { imgtex->Normal, imgtex->Metallic, imgtex->Roughness, imgtex->AmbientOcclusion })
for (auto &texture : { tx->Normal.get(), tx->Metallic.get(), tx->Roughness.get(), tx->AmbientOcclusion.get() })
{
mTextureLayers.Push(texture);
}
@ -80,27 +81,27 @@ FMaterial::FMaterial(FGameTexture * tx, int scaleflags)
// Note that these layers must present a valid texture even if not used, because empty TMUs in the shader are an undefined condition.
tx->CreateDefaultBrightmap();
auto placeholder = TexMan.GameByIndex(1);
if (imgtex->Brightmap)
if (tx->Brightmap.get())
{
mTextureLayers.Push(imgtex->Brightmap);
mTextureLayers.Push(tx->Brightmap.get());
mLayerFlags |= TEXF_Brightmap;
}
else
{
mTextureLayers.Push(placeholder->GetTexture());
}
if (imgtex->Detailmap)
if (tx->Detailmap.get())
{
mTextureLayers.Push(imgtex->Detailmap);
mTextureLayers.Push(tx->Detailmap.get());
mLayerFlags |= TEXF_Detailmap;
}
else
{
mTextureLayers.Push(placeholder->GetTexture());
}
if (imgtex->Glowmap)
if (tx->Glowmap.get())
{
mTextureLayers.Push(imgtex->Glowmap);
mTextureLayers.Push(tx->Glowmap.get());
mLayerFlags |= TEXF_Glowmap;
}
else
@ -113,10 +114,10 @@ FMaterial::FMaterial(FGameTexture * tx, int scaleflags)
const UserShaderDesc &usershader = usershaders[imgtex->shaderindex - FIRST_USER_SHADER];
if (usershader.shaderType == mShaderIndex) // Only apply user shader if it matches the expected material
{
for (auto &texture : imgtex->CustomShaderTextures)
for (auto &texture : tx->CustomShaderTextures)
{
if (texture == nullptr) continue;
mTextureLayers.Push(texture);
mTextureLayers.Push(texture.get());
}
mShaderIndex = tx->GetShaderIndex();
}
@ -167,7 +168,7 @@ FMaterial * FMaterial::ValidateTexture(FGameTexture * gtex, int scaleflags, bool
if (gtex && gtex->isValid())
{
auto tex = gtex->GetTexture();
if (!tex->ShouldExpandSprite()) scaleflags &= ~CTF_Expand;
if (!gtex->ShouldExpandSprite()) scaleflags &= ~CTF_Expand;
FMaterial *hwtex = tex->Material[scaleflags];
if (hwtex == NULL && create)