- 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:
parent
410d6817b2
commit
bc485a7f2c
22 changed files with 681 additions and 533 deletions
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@ -4,6 +4,7 @@
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**
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**---------------------------------------------------------------------------
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** Copyright 2004-2007 Randy Heit
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** Copyright 2006-2018 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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@ -47,6 +48,8 @@
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#include "textures/textures.h"
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#include "v_palette.h"
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FTexture *CreateBrightmapTexture(FTexture*);
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// Make sprite offset adjustment user-configurable per renderer.
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int r_spriteadjustSW, r_spriteadjustHW;
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CUSTOM_CVAR(Int, r_spriteadjust, 2, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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@ -56,13 +59,12 @@ CUSTOM_CVAR(Int, r_spriteadjust, 2, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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TexMan.SpriteAdjustChanged();
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}
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typedef FTexture * (*CreateFunc)(FileReader & file, int lumpnum);
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struct TexCreateInfo
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{
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CreateFunc TryCreate;
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ETextureType usetype;
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};
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//==========================================================================
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//
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//
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//
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//==========================================================================
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uint8_t FTexture::GrayMap[256];
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@ -70,10 +72,25 @@ void FTexture::InitGrayMap()
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{
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for (int i = 0; i < 256; ++i)
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{
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GrayMap[i] = ColorMatcher.Pick (i, i, i);
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GrayMap[i] = ColorMatcher.Pick(i, i, i);
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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typedef FTexture * (*CreateFunc)(FileReader & file, int lumpnum);
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struct TexCreateInfo
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{
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CreateFunc TryCreate;
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ETextureType usetype;
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};
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FTexture *IMGZTexture_TryCreate(FileReader &, int lumpnum);
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FTexture *PNGTexture_TryCreate(FileReader &, int lumpnum);
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FTexture *JPEGTexture_TryCreate(FileReader &, int lumpnum);
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@ -153,14 +170,24 @@ FTexture * FTexture::CreateTexture (const char *name, int lumpnum, ETextureType
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return tex;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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FTexture::FTexture (const char *name, int lumpnum)
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:
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WidthBits(0), HeightBits(0), Scale(1,1), SourceLump(lumpnum),
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UseType(ETextureType::Any), bNoDecals(false), bNoRemap0(false), bWorldPanning(false),
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bMasked(true), bAlphaTexture(false), bHasCanvas(false), bWarped(0), bComplex(false), bMultiPatch(false), bKeepAround(false),
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bMasked(true), bAlphaTexture(false), bHasCanvas(false), bWarped(0), bComplex(false), bMultiPatch(false), bKeepAround(false), bFullNameTexture(false),
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Rotations(0xFFFF), SkyOffset(0), Width(0), Height(0), WidthMask(0)
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{
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bBrightmapChecked = false;
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bGlowing = false;
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bTranslucent = -1;
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_LeftOffset[0] = _LeftOffset[1] = _TopOffset[0] = _TopOffset[1] = 0;
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id.SetInvalid();
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if (name != NULL)
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@ -181,7 +208,9 @@ FTexture::FTexture (const char *name, int lumpnum)
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FTexture::~FTexture ()
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{
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FTexture *link = Wads.GetLinkedTexture(SourceLump);
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if (link == this) Wads.SetLinkedTexture(SourceLump, NULL);
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if (link == this) Wads.SetLinkedTexture(SourceLump, nullptr);
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if (areas != nullptr) delete[] areas;
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areas = nullptr;
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}
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void FTexture::Unload()
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@ -189,6 +218,12 @@ void FTexture::Unload()
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PixelsBgra = std::vector<uint32_t>();
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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const uint32_t *FTexture::GetColumnBgra(unsigned int column, const Span **spans_out)
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{
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const uint32_t *pixels = GetPixelsBgra();
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@ -216,6 +251,12 @@ const uint32_t *FTexture::GetPixelsBgra()
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return PixelsBgra.data();
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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bool FTexture::CheckModified (FRenderStyle)
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{
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return false;
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@ -231,6 +272,12 @@ void FTexture::SetFrontSkyLayer ()
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bNoRemap0 = true;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void FTexture::CalcBitSize ()
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{
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// WidthBits is rounded down, and HeightBits is rounded up
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@ -258,6 +305,12 @@ void FTexture::CalcBitSize ()
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HeightBits = i;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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FTexture::Span **FTexture::CreateSpans (const uint8_t *pixels) const
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{
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Span **spans, *span;
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@ -357,6 +410,12 @@ void FTexture::FreeSpans (Span **spans) const
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M_Free (spans);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void FTexture::GenerateBgraFromBitmap(const FBitmap &bitmap)
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{
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CreatePixelsBgraWithMipmaps();
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@ -399,6 +458,12 @@ int FTexture::MipmapLevels() const
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return MAX(widthbits, heightbits);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void FTexture::GenerateBgraMipmaps()
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{
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struct Color4f
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@ -520,6 +585,12 @@ void FTexture::GenerateBgraMipmaps()
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void FTexture::GenerateBgraMipmapsFast()
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{
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uint32_t *src = PixelsBgra.data();
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@ -561,6 +632,12 @@ void FTexture::GenerateBgraMipmapsFast()
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void FTexture::CopyToBlock (uint8_t *dest, int dwidth, int dheight, int xpos, int ypos, int rotate, const uint8_t *translation, FRenderStyle style)
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{
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const uint8_t *pixels = GetPixels(style);
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@ -602,8 +679,12 @@ void FTexture::CopyToBlock (uint8_t *dest, int dwidth, int dheight, int xpos, in
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}
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}
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//==========================================================================
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//
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// Converts a texture between row-major and column-major format
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// by flipping it about the X=Y axis.
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//
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//==========================================================================
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void FTexture::FlipSquareBlock (uint8_t *block, int x, int y)
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{
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@ -720,6 +801,12 @@ void FTexture::FlipNonSquareBlockRemap (uint8_t *dst, const uint8_t *src, int x,
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void FTexture::FillBuffer(uint8_t *buff, int pitch, int height, FTextureFormat fmt)
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{
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const uint8_t *pix;
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@ -787,7 +874,13 @@ int FTexture::CopyTrueColorTranslated(FBitmap *bmp, int x, int y, int rotate, Pa
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return 0;
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}
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bool FTexture::UseBasePalette()
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//==========================================================================
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//
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//
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//
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//==========================================================================
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bool FTexture::UseBasePalette()
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{
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return true;
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}
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@ -914,8 +1007,345 @@ int FTexture::CheckRealHeight()
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return maxy;
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}
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//==========================================================================
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//
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// Search auto paths for extra material textures
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//
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//==========================================================================
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void FTexture::AddAutoMaterials()
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{
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struct AutoTextureSearchPath
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{
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const char *path;
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FTexture *FTexture::*pointer;
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};
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static AutoTextureSearchPath autosearchpaths[] =
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{
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{ "brightmaps/", &FTexture::Brightmap }, // For backwards compatibility, only for short names
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{ "materials/brightmaps/", &FTexture::Brightmap },
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{ "materials/normalmaps/", &FTexture::Normal },
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{ "materials/specular/", &FTexture::Specular },
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{ "materials/metallic/", &FTexture::Metallic },
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{ "materials/roughness/", &FTexture::Roughness },
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{ "materials/ao/", &FTexture::AmbientOcclusion }
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};
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int startindex = bFullNameTexture ? 1 : 0;
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FString searchname = Name;
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if (bFullNameTexture)
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{
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auto dot = searchname.LastIndexOf('.');
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auto slash = searchname.LastIndexOf('/');
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if (dot > slash) searchname.Truncate(dot);
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}
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for (int i = 0; i < countof(autosearchpaths); i++)
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{
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auto &layer = autosearchpaths[i];
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if (this->*(layer.pointer) == nullptr) // only if no explicit assignment had been done.
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{
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FStringf lookup("%s%s%s", layer.path, bFullNameTexture ? "" : "auto/", searchname.GetChars());
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auto lump = Wads.CheckNumForFullName(lookup, false, ns_global, true);
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if (lump != -1)
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{
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auto bmtex = TexMan.FindTexture(Wads.GetLumpFullName(lump), ETextureType::Any, FTextureManager::TEXMAN_TryAny);
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if (bmtex != nullptr)
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{
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bmtex->bMasked = false;
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this->*(layer.pointer) = bmtex;
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}
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}
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}
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}
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}
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//===========================================================================
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//
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// Checks if the texture has a default brightmap and creates it if so
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//
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//===========================================================================
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void FTexture::CreateDefaultBrightmap()
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{
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if (!bBrightmapChecked)
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{
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// Check for brightmaps
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if (UseBasePalette() && TexMan.HasGlobalBrightmap &&
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UseType != ETextureType::Decal && UseType != ETextureType::MiscPatch && UseType != ETextureType::FontChar &&
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Brightmap == NULL && bWarped == 0
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)
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{
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// May have one - let's check when we use this texture
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const uint8_t *texbuf = GetPixels(DefaultRenderStyle());
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const int white = ColorMatcher.Pick(255, 255, 255);
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int size = GetWidth() * GetHeight();
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for (int i = 0; i<size; i++)
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{
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if (TexMan.GlobalBrightmap.Remap[texbuf[i]] == white)
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{
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// Create a brightmap
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DPrintf(DMSG_NOTIFY, "brightmap created for texture '%s'\n", Name.GetChars());
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Brightmap = CreateBrightmapTexture(this);
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bBrightmapChecked = true;
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TexMan.AddTexture(Brightmap);
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return;
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}
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}
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// No bright pixels found
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DPrintf(DMSG_SPAMMY, "No bright pixels found in texture '%s'\n", Name.GetChars());
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bBrightmapChecked = 1;
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}
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else
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{
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// does not have one so set the flag to 'done'
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bBrightmapChecked = 1;
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}
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}
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}
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//==========================================================================
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//
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// Calculates glow color for a texture
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//
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//==========================================================================
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void FTexture::GetGlowColor(float *data)
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{
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if (bGlowing && GlowColor == 0)
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{
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int w = Width, h = Height;
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auto buffer = new uint8_t[w * h];
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if (buffer)
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{
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FillBuffer(buffer, w, h, TEX_RGB);
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GlowColor = averageColor((uint32_t *)buffer, w*h, 153);
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delete[] buffer;
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}
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// Black glow equals nothing so switch glowing off
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if (GlowColor == 0) bGlowing = false;
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}
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data[0] = GlowColor.r / 255.0f;
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data[1] = GlowColor.g / 255.0f;
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data[2] = GlowColor.b / 255.0f;
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}
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//===========================================================================
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//
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// Finds gaps in the texture which can be skipped by the renderer
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// This was mainly added to speed up one area in E4M6 of 007LTSD
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//
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//===========================================================================
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bool FTexture::FindHoles(const unsigned char * buffer, int w, int h)
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{
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const unsigned char * li;
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int y, x;
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int startdraw, lendraw;
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int gaps[5][2];
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int gapc = 0;
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// already done!
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if (areacount) return false;
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if (UseType == ETextureType::Flat) return false; // flats don't have transparent parts
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areacount = -1; //whatever happens next, it shouldn't be done twice!
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// large textures are excluded for performance reasons
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if (h>512) return false;
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startdraw = -1;
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lendraw = 0;
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for (y = 0; y<h; y++)
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{
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li = buffer + w * y * 4 + 3;
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for (x = 0; x<w; x++, li += 4)
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{
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if (*li != 0) break;
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}
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if (x != w)
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{
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// non - transparent
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if (startdraw == -1)
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{
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startdraw = y;
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// merge transparent gaps of less than 16 pixels into the last drawing block
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if (gapc && y <= gaps[gapc - 1][0] + gaps[gapc - 1][1] + 16)
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{
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gapc--;
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startdraw = gaps[gapc][0];
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lendraw = y - startdraw;
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}
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if (gapc == 4) return false; // too many splits - this isn't worth it
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}
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lendraw++;
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}
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else if (startdraw != -1)
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{
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if (lendraw == 1) lendraw = 2;
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gaps[gapc][0] = startdraw;
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gaps[gapc][1] = lendraw;
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gapc++;
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startdraw = -1;
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lendraw = 0;
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}
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}
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if (startdraw != -1)
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{
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gaps[gapc][0] = startdraw;
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gaps[gapc][1] = lendraw;
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gapc++;
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}
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if (startdraw == 0 && lendraw == h) return false; // nothing saved so don't create a split list
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if (gapc > 0)
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{
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FloatRect * rcs = new FloatRect[gapc];
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for (x = 0; x < gapc; x++)
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{
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// gaps are stored as texture (u/v) coordinates
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rcs[x].width = rcs[x].left = -1.0f;
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rcs[x].top = (float)gaps[x][0] / (float)h;
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rcs[x].height = (float)gaps[x][1] / (float)h;
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}
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areas = rcs;
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}
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else areas = nullptr;
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areacount = gapc;
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return true;
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}
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//----------------------------------------------------------------------------
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//
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//
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//
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//----------------------------------------------------------------------------
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void FTexture::CheckTrans(unsigned char * buffer, int size, int trans)
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{
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if (bTranslucent == -1)
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{
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bTranslucent = trans;
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if (trans == -1)
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{
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uint32_t * dwbuf = (uint32_t*)buffer;
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for (int i = 0; i<size; i++)
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{
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uint32_t alpha = dwbuf[i] >> 24;
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if (alpha != 0xff && alpha != 0)
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{
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bTranslucent = 1;
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return;
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}
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}
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bTranslucent = 0;
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}
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}
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}
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//===========================================================================
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//
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// smooth the edges of transparent fields in the texture
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//
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//===========================================================================
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#ifdef WORDS_BIGENDIAN
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#define MSB 0
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#define SOME_MASK 0xffffff00
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#else
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#define MSB 3
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#define SOME_MASK 0x00ffffff
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#endif
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#define CHKPIX(ofs) (l1[(ofs)*4+MSB]==255 ? (( ((uint32_t*)l1)[0] = ((uint32_t*)l1)[ofs]&SOME_MASK), trans=true ) : false)
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||||
|
||||
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;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// Dummy texture for the 0-entry.
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
FDummyTexture::FDummyTexture ()
|
||||
{
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue