- fixed texture layer management so that each material layer can decide for itself if it wants to allow upscaling.
- rewrote the hardware texture precacher to use the new texture management to properly track the data to delete.
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parent
cedc95c2a5
commit
b2281c38e1
20 changed files with 190 additions and 135 deletions
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@ -41,7 +41,8 @@ FMaterial::FMaterial(FGameTexture * tx, int scaleflags)
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{
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mShaderIndex = SHADER_Default;
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sourcetex = tx;
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imgtex = tx->GetTexture();
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auto imgtex = tx->GetTexture();
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mTextureLayers.Push({ imgtex, scaleflags });
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if (tx->GetUseType() == ETextureType::SWCanvas && static_cast<FWrapperTexture*>(imgtex)->GetColorFormat() == 0)
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{
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@ -66,7 +67,7 @@ FMaterial::FMaterial(FGameTexture * tx, int scaleflags)
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{
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for (auto &texture : { tx->Normal.get(), tx->Specular.get() })
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{
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mTextureLayers.Push(texture);
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mTextureLayers.Push({ texture, 0 });
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}
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mShaderIndex = SHADER_Specular;
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}
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@ -74,7 +75,7 @@ FMaterial::FMaterial(FGameTexture * tx, int scaleflags)
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{
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for (auto &texture : { tx->Normal.get(), tx->Metallic.get(), tx->Roughness.get(), tx->AmbientOcclusion.get() })
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{
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mTextureLayers.Push(texture);
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mTextureLayers.Push({ texture, 0 });
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}
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mShaderIndex = SHADER_PBR;
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}
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@ -84,30 +85,30 @@ FMaterial::FMaterial(FGameTexture * tx, int scaleflags)
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auto placeholder = TexMan.GameByIndex(1);
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if (tx->Brightmap.get())
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{
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mTextureLayers.Push(tx->Brightmap.get());
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mTextureLayers.Push({ tx->Brightmap.get(), scaleflags });
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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(placeholder->GetTexture());
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mTextureLayers.Push({ placeholder->GetTexture(), 0 });
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}
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if (tx->Detailmap.get())
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{
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mTextureLayers.Push(tx->Detailmap.get());
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mTextureLayers.Push({ tx->Detailmap.get(), 0 });
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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(placeholder->GetTexture());
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mTextureLayers.Push({ placeholder->GetTexture(), 0 });
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}
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if (tx->Glowmap.get())
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{
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mTextureLayers.Push(tx->Glowmap.get());
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mTextureLayers.Push({ tx->Glowmap.get(), scaleflags });
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mLayerFlags |= TEXF_Glowmap;
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}
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else
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{
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mTextureLayers.Push(placeholder->GetTexture());
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mTextureLayers.Push({ placeholder->GetTexture(), 0 });
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}
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auto index = tx->GetShaderIndex();
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@ -119,7 +120,7 @@ FMaterial::FMaterial(FGameTexture * tx, int scaleflags)
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for (auto &texture : tx->CustomShaderTextures)
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{
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if (texture == nullptr) continue;
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mTextureLayers.Push(texture.get());
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mTextureLayers.Push({ texture.get(), 0 }); // scalability should be user-definable.
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}
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mShaderIndex = index;
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}
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@ -149,12 +150,12 @@ FMaterial::~FMaterial()
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//
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//===========================================================================
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IHardwareTexture *FMaterial::GetLayer(int i, int translation, FTexture **pLayer) const
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IHardwareTexture *FMaterial::GetLayer(int i, int translation, MaterialLayerInfo **pLayer) const
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{
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FTexture *layer = i == 0 ? imgtex : mTextureLayers[i - 1];
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if (pLayer) *pLayer = layer;
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auto &layer = mTextureLayers[i];
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if (pLayer) *pLayer = &layer;
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if (layer) return layer->GetHardwareTexture(translation, mScaleFlags);
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if (layer.layerTexture) return layer.layerTexture->GetHardwareTexture(translation, layer.scaleFlags);
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return nullptr;
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}
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@ -169,7 +170,7 @@ FMaterial * FMaterial::ValidateTexture(FGameTexture * gtex, int scaleflags, bool
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{
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if (gtex && gtex->isValid())
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{
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if (!gtex->ShouldExpandSprite()) scaleflags &= ~CTF_Expand;
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if (!gtex->expandSprites()) scaleflags &= ~CTF_Expand;
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FMaterial *hwtex = gtex->Material[scaleflags];
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if (hwtex == NULL && create)
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