- more texture cleanup.
It is now in a state where FTexture really needs to be separated from FGameTexture.
This commit is contained in:
parent
31035a6cea
commit
83817080bb
21 changed files with 91 additions and 103 deletions
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@ -36,21 +36,21 @@ IHardwareTexture* CreateHardwareTexture();
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//
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//===========================================================================
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FMaterial::FMaterial(FTexture * tx, bool expanded)
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FMaterial::FMaterial(FGameTexture * tx, bool expanded)
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{
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mShaderIndex = SHADER_Default;
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sourcetex = tx;
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imgtex = tx;
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imgtex = tx->GetTexture();
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if (tx->UseType == ETextureType::SWCanvas && static_cast<FWrapperTexture*>(tx)->GetColorFormat() == 0)
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if (tx->GetUseType() == ETextureType::SWCanvas && static_cast<FWrapperTexture*>(imgtex)->GetColorFormat() == 0)
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{
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mShaderIndex = SHADER_Paletted;
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}
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else if (tx->isHardwareCanvas())
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{
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if (tx->shaderindex >= FIRST_USER_SHADER)
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if (tx->GetShaderIndex() >= FIRST_USER_SHADER)
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{
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mShaderIndex = tx->shaderindex;
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mShaderIndex = tx->GetShaderIndex();
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}
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// no brightmap for cameratexture
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}
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@ -60,17 +60,17 @@ FMaterial::FMaterial(FTexture * tx, bool expanded)
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{
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mShaderIndex = tx->isWarped(); // This picks SHADER_Warp1 or SHADER_Warp2
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}
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else if (tx->Normal && tx->Specular)
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else if (imgtex->Normal && imgtex->Specular)
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{
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for (auto &texture : { tx->Normal, tx->Specular })
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for (auto &texture : { imgtex->Normal, imgtex->Specular })
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{
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mTextureLayers.Push(texture);
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}
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mShaderIndex = SHADER_Specular;
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}
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else if (tx->Normal && tx->Metallic && tx->Roughness && tx->AmbientOcclusion)
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else if (imgtex->Normal && imgtex->Metallic && imgtex->Roughness && imgtex->AmbientOcclusion)
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{
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for (auto &texture : { tx->Normal, tx->Metallic, tx->Roughness, tx->AmbientOcclusion })
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for (auto &texture : { imgtex->Normal, imgtex->Metallic, imgtex->Roughness, imgtex->AmbientOcclusion })
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{
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mTextureLayers.Push(texture);
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}
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@ -78,28 +78,28 @@ FMaterial::FMaterial(FTexture * tx, bool expanded)
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}
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// Note that these layers must present a valid texture even if not used, because empty TMUs in the shader are an undefined condition.
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tx->CreateDefaultBrightmap();
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if (tx->Brightmap)
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imgtex->CreateDefaultBrightmap();
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if (imgtex->Brightmap)
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{
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mTextureLayers.Push(tx->Brightmap);
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mTextureLayers.Push(imgtex->Brightmap);
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mLayerFlags |= TEXF_Brightmap;
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}
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else
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{
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mTextureLayers.Push(TexMan.ByIndex(1));
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}
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if (tx->Detailmap)
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if (imgtex->Detailmap)
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{
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mTextureLayers.Push(tx->Detailmap);
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mTextureLayers.Push(imgtex->Detailmap);
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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(TexMan.ByIndex(1));
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}
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if (tx->Glowmap)
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if (imgtex->Glowmap)
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{
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mTextureLayers.Push(tx->Glowmap);
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mTextureLayers.Push(imgtex->Glowmap);
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mLayerFlags |= TEXF_Glowmap;
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}
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else
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@ -107,25 +107,25 @@ FMaterial::FMaterial(FTexture * tx, bool expanded)
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mTextureLayers.Push(TexMan.ByIndex(1));
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}
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if (tx->shaderindex >= FIRST_USER_SHADER)
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if (imgtex->shaderindex >= FIRST_USER_SHADER)
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{
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const UserShaderDesc &usershader = usershaders[tx->shaderindex - FIRST_USER_SHADER];
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const UserShaderDesc &usershader = usershaders[imgtex->shaderindex - 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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{
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for (auto &texture : tx->CustomShaderTextures)
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for (auto &texture : imgtex->CustomShaderTextures)
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{
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if (texture == nullptr) continue;
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mTextureLayers.Push(texture);
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}
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mShaderIndex = tx->shaderindex;
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mShaderIndex = tx->GetShaderIndex();
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}
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}
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}
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mExpanded = expanded;
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mTextureLayers.ShrinkToFit();
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tx->Material[expanded] = this;
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if (tx->isHardwareCanvas()) tx->bTranslucent = 0;
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imgtex->Material[expanded] = this;
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if (tx->isHardwareCanvas()) tx->SetTranslucent(false);
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}
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//===========================================================================
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@ -170,16 +170,17 @@ IHardwareTexture *FMaterial::GetLayer(int i, int translation, FTexture **pLayer)
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//
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//==========================================================================
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FMaterial * FMaterial::ValidateTexture(FTexture * tex, bool expand, bool create)
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FMaterial * FMaterial::ValidateTexture(FGameTexture * gtex, bool expand, bool create)
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{
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if (tex && tex->isValid())
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if (gtex && gtex->isValid())
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{
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auto tex = gtex->GetTexture();
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if (!tex->ShouldExpandSprite()) expand = false;
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FMaterial *hwtex = tex->Material[expand];
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if (hwtex == NULL && create)
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{
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hwtex = new FMaterial(tex, expand);
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hwtex = new FMaterial(gtex, expand);
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}
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return hwtex;
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}
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@ -188,7 +189,7 @@ FMaterial * FMaterial::ValidateTexture(FTexture * tex, bool expand, bool create)
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FMaterial * FMaterial::ValidateTexture(FTextureID no, bool expand, bool translate, bool create)
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{
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return ValidateTexture(TexMan.GetTexture(no, translate), expand, create);
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return ValidateTexture(TexMan.GetGameTexture(no, translate), expand, create);
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}
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