// //--------------------------------------------------------------------------- // // Copyright(C) 2004-2016 Christoph Oelckers // All rights reserved. // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Lesser General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Lesser General Public License for more details. // // You should have received a copy of the GNU Lesser General Public License // along with this program. If not, see http://www.gnu.org/licenses/ // //-------------------------------------------------------------------------- // #include "filesystem.h" #include "m_png.h" #include "c_dispatch.h" #include "hw_ihwtexture.h" #include "hw_material.h" #include "texturemanager.h" #include "c_cvars.h" IHardwareTexture* CreateHardwareTexture(); //=========================================================================== // // Constructor // //=========================================================================== FMaterial::FMaterial(FGameTexture * tx, bool expanded) { mShaderIndex = SHADER_Default; sourcetex = tx; imgtex = tx->GetTexture(); if (tx->GetUseType() == ETextureType::SWCanvas && static_cast(imgtex)->GetColorFormat() == 0) { mShaderIndex = SHADER_Paletted; } else if (tx->isHardwareCanvas()) { if (tx->GetShaderIndex() >= FIRST_USER_SHADER) { mShaderIndex = tx->GetShaderIndex(); } // no brightmap for cameratexture } else { if (tx->isWarped()) { mShaderIndex = tx->isWarped(); // This picks SHADER_Warp1 or SHADER_Warp2 } else if (imgtex->Normal && imgtex->Specular) { for (auto &texture : { imgtex->Normal, imgtex->Specular }) { mTextureLayers.Push(texture); } mShaderIndex = SHADER_Specular; } else if (imgtex->Normal && imgtex->Metallic && imgtex->Roughness && imgtex->AmbientOcclusion) { for (auto &texture : { imgtex->Normal, imgtex->Metallic, imgtex->Roughness, imgtex->AmbientOcclusion }) { mTextureLayers.Push(texture); } mShaderIndex = SHADER_PBR; } // Note that these layers must present a valid texture even if not used, because empty TMUs in the shader are an undefined condition. imgtex->CreateDefaultBrightmap(); auto placeholder = TexMan.GameByIndex(1); if (imgtex->Brightmap) { mTextureLayers.Push(imgtex->Brightmap); mLayerFlags |= TEXF_Brightmap; } else { mTextureLayers.Push(placeholder->GetTexture()); } if (imgtex->Detailmap) { mTextureLayers.Push(imgtex->Detailmap); mLayerFlags |= TEXF_Detailmap; } else { mTextureLayers.Push(placeholder->GetTexture()); } if (imgtex->Glowmap) { mTextureLayers.Push(imgtex->Glowmap); mLayerFlags |= TEXF_Glowmap; } else { mTextureLayers.Push(placeholder->GetTexture()); } if (imgtex->shaderindex >= FIRST_USER_SHADER) { const UserShaderDesc &usershader = usershaders[imgtex->shaderindex - FIRST_USER_SHADER]; if (usershader.shaderType == mShaderIndex) // Only apply user shader if it matches the expected material { for (auto &texture : imgtex->CustomShaderTextures) { if (texture == nullptr) continue; mTextureLayers.Push(texture); } mShaderIndex = tx->GetShaderIndex(); } } } mExpanded = expanded; mTextureLayers.ShrinkToFit(); imgtex->Material[expanded] = this; if (tx->isHardwareCanvas()) tx->SetTranslucent(false); } //=========================================================================== // // Destructor // //=========================================================================== FMaterial::~FMaterial() { } //=========================================================================== // // // //=========================================================================== IHardwareTexture *FMaterial::GetLayer(int i, int translation, FTexture **pLayer) const { FTexture *layer = i == 0 ? imgtex : mTextureLayers[i - 1]; if (pLayer) *pLayer = layer; if (layer) return layer->GetHardwareTexture(translation, mExpanded); return nullptr; } //========================================================================== // // Gets a texture from the texture manager and checks its validity for // GL rendering. // //========================================================================== FMaterial * FMaterial::ValidateTexture(FGameTexture * gtex, bool expand, bool create) { if (gtex && gtex->isValid()) { auto tex = gtex->GetTexture(); if (!tex->ShouldExpandSprite()) expand = false; FMaterial *hwtex = tex->Material[expand]; if (hwtex == NULL && create) { hwtex = new FMaterial(gtex, expand); } return hwtex; } return NULL; } void DeleteMaterial(FMaterial* mat) { delete mat; }