- moved a large portion of gl_textures.cpp into the main files for the implementing classes.

The old organization made sense when ZDoom still was a thing but now it'd be better if all pure data with no dependence on renderer implementation details was moved out.
A separation between GL2 and GL3+4 renderers looks to be inevitable and the more data is out of the renderer when that happens, the better.
This commit is contained in:
Christoph Oelckers 2018-03-31 19:20:59 +02:00
commit bc485a7f2c
22 changed files with 681 additions and 533 deletions

View file

@ -117,57 +117,6 @@ int TexFormat[]={
bool HasGlobalBrightmap;
FRemapTable GlobalBrightmap;
//===========================================================================
//
// Examines the colormap to see if some of the colors have to be
// considered fullbright all the time.
//
//===========================================================================
void gl_GenerateGlobalBrightmapFromColormap()
{
HasGlobalBrightmap = false;
int lump = Wads.CheckNumForName("COLORMAP");
if (lump == -1) lump = Wads.CheckNumForName("COLORMAP", ns_colormaps);
if (lump == -1) return;
FMemLump cmap = Wads.ReadLump(lump);
uint8_t palbuffer[768];
ReadPalette(Wads.CheckNumForName("PLAYPAL"), palbuffer);
const unsigned char *cmapdata = (const unsigned char *)cmap.GetMem();
const uint8_t *paldata = palbuffer;
const int black = 0;
const int white = ColorMatcher.Pick(255,255,255);
GlobalBrightmap.MakeIdentity();
memset(GlobalBrightmap.Remap, white, 256);
for(int i=0;i<256;i++) GlobalBrightmap.Palette[i]=PalEntry(255,255,255,255);
for(int j=0;j<32;j++)
{
for(int i=0;i<256;i++)
{
// the palette comparison should be for ==0 but that gives false positives with Heretic
// and Hexen.
if (cmapdata[i+j*256]!=i || (paldata[3*i]<10 && paldata[3*i+1]<10 && paldata[3*i+2]<10))
{
GlobalBrightmap.Remap[i]=black;
GlobalBrightmap.Palette[i] = PalEntry(255, 0, 0, 0);
}
}
}
for(int i=0;i<256;i++)
{
HasGlobalBrightmap |= GlobalBrightmap.Remap[i] == white;
if (GlobalBrightmap.Remap[i] == white) DPrintf(DMSG_NOTIFY, "Marked color %d as fullbright\n",i);
}
}
//==========================================================================
//
// GL status data for a texture
@ -176,19 +125,13 @@ void gl_GenerateGlobalBrightmapFromColormap()
FTexture::MiscGLInfo::MiscGLInfo() throw()
{
bGlowing = false;
GlowColor = 0;
GlowHeight = 128;
bSkybox = false;
bFullbright = false;
bBrightmapChecked = false;
bDisableFullbright = false;
bNoFilter = false;
bNoCompress = false;
bNoExpand = false;
areas = NULL;
areacount = 0;
mIsTransparent = -1;
shaderspeed = 1.f;
shaderindex = 0;
Glossiness = 10.0f;
@ -208,287 +151,6 @@ FTexture::MiscGLInfo::~MiscGLInfo()
if (SystemTexture[i] != NULL) delete SystemTexture[i];
SystemTexture[i] = NULL;
}
if (areas != NULL) delete [] areas;
areas = NULL;
}
//===========================================================================
//
// Checks if the texture has a default brightmap and creates it if so
//
//===========================================================================
void FTexture::CreateDefaultBrightmap()
{
if (!gl_info.bBrightmapChecked)
{
// Check for brightmaps
if (UseBasePalette() && HasGlobalBrightmap &&
UseType != ETextureType::Decal && UseType != ETextureType::MiscPatch && UseType != ETextureType::FontChar &&
Brightmap == NULL && bWarped == 0
)
{
// May have one - let's check when we use this texture
const uint8_t *texbuf = GetPixels(DefaultRenderStyle());
const int white = ColorMatcher.Pick(255,255,255);
int size = GetWidth() * GetHeight();
for(int i=0;i<size;i++)
{
if (GlobalBrightmap.Remap[texbuf[i]] == white)
{
// Create a brightmap
DPrintf(DMSG_NOTIFY, "brightmap created for texture '%s'\n", Name.GetChars());
Brightmap = new FBrightmapTexture(this);
gl_info.bBrightmapChecked = 1;
TexMan.AddTexture(Brightmap);
return;
}
}
// No bright pixels found
DPrintf(DMSG_SPAMMY, "No bright pixels found in texture '%s'\n", Name.GetChars());
gl_info.bBrightmapChecked = 1;
}
else
{
// does not have one so set the flag to 'done'
gl_info.bBrightmapChecked = 1;
}
}
}
//==========================================================================
//
// Calculates glow color for a texture
//
//==========================================================================
void FTexture::GetGlowColor(float *data)
{
if (gl_info.bGlowing && gl_info.GlowColor == 0)
{
int w, h;
unsigned char *buffer = GLRenderer->GetTextureBuffer(this, w, h);
if (buffer)
{
gl_info.GlowColor = averageColor((uint32_t *) buffer, w*h, 153);
delete[] buffer;
}
// Black glow equals nothing so switch glowing off
if (gl_info.GlowColor == 0) gl_info.bGlowing = false;
}
data[0]=gl_info.GlowColor.r/255.0f;
data[1]=gl_info.GlowColor.g/255.0f;
data[2]=gl_info.GlowColor.b/255.0f;
}
//===========================================================================
//
// Finds gaps in the texture which can be skipped by the renderer
// This was mainly added to speed up one area in E4M6 of 007LTSD
//
//===========================================================================
bool FTexture::FindHoles(const unsigned char * buffer, int w, int h)
{
const unsigned char * li;
int y,x;
int startdraw,lendraw;
int gaps[5][2];
int gapc=0;
// already done!
if (gl_info.areacount) return false;
if (UseType == ETextureType::Flat) return false; // flats don't have transparent parts
gl_info.areacount=-1; //whatever happens next, it shouldn't be done twice!
// large textures are excluded for performance reasons
if (h>512) return false;
startdraw=-1;
lendraw=0;
for(y=0;y<h;y++)
{
li=buffer+w*y*4+3;
for(x=0;x<w;x++,li+=4)
{
if (*li!=0) break;
}
if (x!=w)
{
// non - transparent
if (startdraw==-1)
{
startdraw=y;
// merge transparent gaps of less than 16 pixels into the last drawing block
if (gapc && y<=gaps[gapc-1][0]+gaps[gapc-1][1]+16)
{
gapc--;
startdraw=gaps[gapc][0];
lendraw=y-startdraw;
}
if (gapc==4) return false; // too many splits - this isn't worth it
}
lendraw++;
}
else if (startdraw!=-1)
{
if (lendraw==1) lendraw=2;
gaps[gapc][0]=startdraw;
gaps[gapc][1]=lendraw;
gapc++;
startdraw=-1;
lendraw=0;
}
}
if (startdraw!=-1)
{
gaps[gapc][0]=startdraw;
gaps[gapc][1]=lendraw;
gapc++;
}
if (startdraw==0 && lendraw==h) return false; // nothing saved so don't create a split list
if (gapc > 0)
{
FloatRect * rcs = new FloatRect[gapc];
for (x = 0; x < gapc; x++)
{
// gaps are stored as texture (u/v) coordinates
rcs[x].width = rcs[x].left = -1.0f;
rcs[x].top = (float)gaps[x][0] / (float)h;
rcs[x].height = (float)gaps[x][1] / (float)h;
}
gl_info.areas = rcs;
}
else gl_info.areas = nullptr;
gl_info.areacount=gapc;
return true;
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
void FTexture::CheckTrans(unsigned char * buffer, int size, int trans)
{
if (gl_info.mIsTransparent == -1)
{
gl_info.mIsTransparent = trans;
if (trans == -1)
{
uint32_t * dwbuf = (uint32_t*)buffer;
for(int i=0;i<size;i++)
{
uint32_t alpha = dwbuf[i]>>24;
if (alpha != 0xff && alpha != 0)
{
gl_info.mIsTransparent = 1;
return;
}
}
gl_info.mIsTransparent = 0;
}
}
}
//===========================================================================
//
// smooth the edges of transparent fields in the texture
//
//===========================================================================
#ifdef WORDS_BIGENDIAN
#define MSB 0
#define SOME_MASK 0xffffff00
#else
#define MSB 3
#define SOME_MASK 0x00ffffff
#endif
#define CHKPIX(ofs) (l1[(ofs)*4+MSB]==255 ? (( ((uint32_t*)l1)[0] = ((uint32_t*)l1)[ofs]&SOME_MASK), trans=true ) : false)
bool FTexture::SmoothEdges(unsigned char * buffer,int w, int h)
{
int x,y;
bool trans=buffer[MSB]==0; // If I set this to false here the code won't detect textures
// that only contain transparent pixels.
bool semitrans = false;
unsigned char * l1;
if (h<=1 || w<=1) return false; // makes (a) no sense and (b) doesn't work with this code!
l1=buffer;
if (l1[MSB]==0 && !CHKPIX(1)) CHKPIX(w);
else if (l1[MSB]<255) semitrans=true;
l1+=4;
for(x=1;x<w-1;x++, l1+=4)
{
if (l1[MSB]==0 && !CHKPIX(-1) && !CHKPIX(1)) CHKPIX(w);
else if (l1[MSB]<255) semitrans=true;
}
if (l1[MSB]==0 && !CHKPIX(-1)) CHKPIX(w);
else if (l1[MSB]<255) semitrans=true;
l1+=4;
for(y=1;y<h-1;y++)
{
if (l1[MSB]==0 && !CHKPIX(-w) && !CHKPIX(1)) CHKPIX(w);
else if (l1[MSB]<255) semitrans=true;
l1+=4;
for(x=1;x<w-1;x++, l1+=4)
{
if (l1[MSB]==0 && !CHKPIX(-w) && !CHKPIX(-1) && !CHKPIX(1) && !CHKPIX(-w-1) && !CHKPIX(-w+1) && !CHKPIX(w-1) && !CHKPIX(w+1)) CHKPIX(w);
else if (l1[MSB]<255) semitrans=true;
}
if (l1[MSB]==0 && !CHKPIX(-w) && !CHKPIX(-1)) CHKPIX(w);
else if (l1[MSB]<255) semitrans=true;
l1+=4;
}
if (l1[MSB]==0 && !CHKPIX(-w)) CHKPIX(1);
else if (l1[MSB]<255) semitrans=true;
l1+=4;
for(x=1;x<w-1;x++, l1+=4)
{
if (l1[MSB]==0 && !CHKPIX(-w) && !CHKPIX(-1)) CHKPIX(1);
else if (l1[MSB]<255) semitrans=true;
}
if (l1[MSB]==0 && !CHKPIX(-w)) CHKPIX(-1);
else if (l1[MSB]<255) semitrans=true;
return trans || semitrans;
}
//===========================================================================
//
// Post-process the texture data after the buffer has been created
//
//===========================================================================
bool FTexture::ProcessData(unsigned char * buffer, int w, int h, bool ispatch)
{
if (bMasked)
{
bMasked = SmoothEdges(buffer, w, h);
if (bMasked && !ispatch) FindHoles(buffer, w, h);
}
return true;
}
//===========================================================================
@ -506,42 +168,6 @@ void FTexture::SetSpriteAdjust()
}
}
//===========================================================================
//
// fake brightness maps
// These are generated for textures affected by a colormap with
// fullbright entries.
// These textures are only used internally by the GL renderer so
// all code for software rendering support is missing
//
//===========================================================================
FBrightmapTexture::FBrightmapTexture (FTexture *source)
{
Name = "";
SourcePic = source;
CopySize(source);
bNoDecals = source->bNoDecals;
Rotations = source->Rotations;
UseType = source->UseType;
bMasked = false;
id.SetInvalid();
SourceLump = -1;
}
uint8_t *FBrightmapTexture::MakeTexture(FRenderStyle style)
{
// This function is only necessary to satisfy the parent class's interface.
// This will never be called.
return nullptr;
}
int FBrightmapTexture::CopyTrueColorPixels(FBitmap *bmp, int x, int y, int rotate, FCopyInfo *inf)
{
SourcePic->CopyTrueColorTranslated(bmp, x, y, rotate, GlobalBrightmap.Palette);
return 0;
}
//==========================================================================
//
// Parses a material definition
@ -754,55 +380,6 @@ void gl_ParseBrightmap(FScanner &sc, int deflump)
tex->gl_info.bDisableFullbright = disable_fullbright;
}
//==========================================================================
//
// Search auto paths for extra material textures
//
//==========================================================================
struct AutoTextureSearchPath
{
const char *path;
FTexture *FTexture::*pointer;
};
static AutoTextureSearchPath autosearchpaths[] =
{
{ "brightmaps/auto/", &FTexture::Brightmap }, // For backwards compatibility
{ "materials/brightmaps/auto/", &FTexture::Brightmap },
{ "materials/normalmaps/auto/", &FTexture::Normal },
{ "materials/specular/auto/", &FTexture::Specular },
{ "materials/metallic/auto/", &FTexture::Metallic },
{ "materials/roughness/auto/", &FTexture::Roughness },
{ "materials/ao/auto/", &FTexture::AmbientOcclusion }
};
void AddAutoMaterials()
{
// Fixme: let this be driven by the texture manager, not the renderer.
int num = Wads.GetNumLumps();
for (int i = 0; i < num; i++)
{
const char *name = Wads.GetLumpFullName(i);
for (const AutoTextureSearchPath &searchpath : autosearchpaths)
{
if (strstr(name, searchpath.path) == name)
{
TArray<FTextureID> list;
FString texname = ExtractFileBase(name, false);
TexMan.ListTextures(texname, list);
auto bmtex = TexMan.FindTexture(name, ETextureType::Any, FTextureManager::TEXMAN_TryAny || FTextureManager::TEXMAN_DontCreate || FTextureManager::TEXMAN_ShortNameOnly );
for (auto texid : list)
{
bmtex->bMasked = false;
auto tex = TexMan[texid];
if (tex != nullptr) tex->*(searchpath.pointer) = bmtex;
}
}
}
}
}
//==========================================================================
//
// Parses a GLBoom+ detail texture definition