- texture manager update from Raze

* new texture format: ANM - this reads the first frame of a Build-ANM movie as a texture.
* some preparations for indexed (paletted) rendering.
* optimization of the patch texture checker - do not read in the entire file if checking the initial header is sufficient for rejecting it.
This commit is contained in:
Christoph Oelckers 2020-09-27 10:38:12 +02:00
commit 528e4e46b3
15 changed files with 712 additions and 59 deletions

View file

@ -29,6 +29,13 @@
#include "c_cvars.h"
#include "v_video.h"
static IHardwareTexture* (*layercallback)(int layer, int translation);
void FMaterial::SetLayerCallback(IHardwareTexture* (*cb)(int layer, int translation))
{
layercallback = cb;
}
//===========================================================================
//
// Constructor
@ -42,8 +49,9 @@ FMaterial::FMaterial(FGameTexture * tx, int scaleflags)
auto imgtex = tx->GetTexture();
mTextureLayers.Push({ imgtex, scaleflags, -1 });
if (tx->GetUseType() == ETextureType::SWCanvas && static_cast<FWrapperTexture*>(imgtex)->GetColorFormat() == 0)
if ((tx->GetUseType() == ETextureType::SWCanvas && static_cast<FWrapperTexture*>(imgtex)->GetColorFormat() == 0) || (scaleflags & CTF_Indexed))
{
mTextureLayers[0].scaleFlags |= CTF_Indexed;
mShaderIndex = SHADER_Paletted;
}
else if (tx->isHardwareCanvas())
@ -149,12 +157,25 @@ FMaterial::~FMaterial()
//
//===========================================================================
IHardwareTexture *FMaterial::GetLayer(int i, int translation, MaterialLayerInfo **pLayer) const
IHardwareTexture* FMaterial::GetLayer(int i, int translation, MaterialLayerInfo** pLayer) const
{
auto &layer = mTextureLayers[i];
if (pLayer) *pLayer = &layer;
if (layer.layerTexture) return layer.layerTexture->GetHardwareTexture(translation, layer.scaleFlags);
if (mShaderIndex == SHADER_Paletted && i > 0 && layercallback)
{
static MaterialLayerInfo deflayer = { nullptr, 0, CLAMP_XY };
if (i == 1 || i == 2)
{
if (pLayer) *pLayer = &deflayer;
//This must be done with a user supplied callback because we cannot set up the rules for palette data selection here
return layercallback(i, translation);
}
}
else
{
auto& layer = mTextureLayers[i];
if (pLayer) *pLayer = &layer;
if (mShaderIndex == SHADER_Paletted) translation = -1;
if (layer.layerTexture) return layer.layerTexture->GetHardwareTexture(translation, layer.scaleFlags);
}
return nullptr;
}
@ -169,6 +190,7 @@ FMaterial * FMaterial::ValidateTexture(FGameTexture * gtex, int scaleflags, bool
{
if (gtex && gtex->isValid())
{
if (scaleflags & CTF_Indexed) scaleflags = CTF_Indexed;
if (!gtex->expandSprites()) scaleflags &= ~CTF_Expand;
FMaterial *hwtex = gtex->Material[scaleflags];