vkdoom_m/src/common/textures/textures.h
2020-04-19 10:57:52 +02:00

786 lines
24 KiB
C++

/*
** textures.h
**
**---------------------------------------------------------------------------
** Copyright 2005-2016 Randy Heit
** Copyright 2005-2016 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#ifndef __TEXTURES_H
#define __TEXTURES_H
#include "basics.h"
#include "vectors.h"
#include "colormatcher.h"
#include "renderstyle.h"
#include "textureid.h"
#include <vector>
#include "hw_texcontainer.h"
#include "refcounted.h"
// 15 because 0th texture is our texture
#define MAX_CUSTOM_HW_SHADER_TEXTURES 15
typedef TMap<int, bool> SpriteHits;
class FImageSource;
class FGameTexture;
class IHardwareTexture;
enum MaterialShaderIndex
{
SHADER_Default,
SHADER_Warp1,
SHADER_Warp2,
SHADER_Specular,
SHADER_PBR,
SHADER_Paletted,
SHADER_NoTexture,
SHADER_BasicFuzz,
SHADER_SmoothFuzz,
SHADER_SwirlyFuzz,
SHADER_TranslucentFuzz,
SHADER_JaggedFuzz,
SHADER_NoiseFuzz,
SHADER_SmoothNoiseFuzz,
SHADER_SoftwareFuzz,
FIRST_USER_SHADER
};
enum texflags
{
// These get Or'ed into uTextureMode because it only uses its 3 lowermost bits.
TEXF_Brightmap = 0x10000,
TEXF_Detailmap = 0x20000,
TEXF_Glowmap = 0x40000,
};
enum
{
SFlag_Brightmap = 1,
SFlag_Detailmap = 2,
SFlag_Glowmap = 4,
};
struct UserShaderDesc
{
FString shader;
MaterialShaderIndex shaderType;
FString defines;
bool disablealphatest = false;
uint8_t shaderFlags = 0;
};
extern TArray<UserShaderDesc> usershaders;
struct FloatRect
{
float left,top;
float width,height;
void Offset(float xofs,float yofs)
{
left+=xofs;
top+=yofs;
}
void Scale(float xfac,float yfac)
{
left*=xfac;
width*=xfac;
top*=yfac;
height*=yfac;
}
};
class FBitmap;
struct FRemapTable;
struct FCopyInfo;
class FScanner;
// Texture IDs
class FTextureManager;
class FTerrainTypeArray;
class IHardwareTexture;
class FMaterial;
class FMultipatchTextureBuilder;
extern int r_spriteadjustSW, r_spriteadjustHW;
class FNullTextureID : public FTextureID
{
public:
FNullTextureID() : FTextureID(0) {}
};
enum FTextureFormat : uint32_t
{
TEX_Pal,
TEX_Gray,
TEX_RGB, // Actually ARGB
TEX_Count
};
class ISoftwareTexture
{
public:
virtual ~ISoftwareTexture() = default;
};
class FGLRenderState;
struct spriteframewithrotate;
class FSerializer;
namespace OpenGLRenderer
{
class FGLRenderState;
class FHardwareTexture;
}
union FContentIdBuilder
{
uint64_t id;
struct
{
unsigned imageID : 24;
unsigned translation : 16;
unsigned expand : 1;
unsigned scaler : 4;
unsigned scalefactor : 4;
};
};
struct FTextureBuffer
{
uint8_t *mBuffer = nullptr;
int mWidth = 0;
int mHeight = 0;
uint64_t mContentId = 0; // unique content identifier. (Two images created from the same image source with the same settings will return the same value.)
FTextureBuffer() = default;
~FTextureBuffer()
{
if (mBuffer) delete[] mBuffer;
}
FTextureBuffer(const FTextureBuffer &other) = delete;
FTextureBuffer(FTextureBuffer &&other)
{
mBuffer = other.mBuffer;
mWidth = other.mWidth;
mHeight = other.mHeight;
mContentId = other.mContentId;
other.mBuffer = nullptr;
}
FTextureBuffer& operator=(FTextureBuffer &&other)
{
mBuffer = other.mBuffer;
mWidth = other.mWidth;
mHeight = other.mHeight;
mContentId = other.mContentId;
other.mBuffer = nullptr;
return *this;
}
};
struct SpritePositioningInfo
{
uint16_t trim[4];
int spriteWidth, spriteHeight;
float mSpriteU[2], mSpriteV[2];
FloatRect mSpriteRect;
uint8_t mTrimResult;
float GetSpriteUL() const { return mSpriteU[0]; }
float GetSpriteVT() const { return mSpriteV[0]; }
float GetSpriteUR() const { return mSpriteU[1]; }
float GetSpriteVB() const { return mSpriteV[1]; }
const FloatRect &GetSpriteRect() const
{
return mSpriteRect;
}
};
// Base texture class
class FTexture : public RefCountedBase
{
friend class FGameTexture; // only for the porting work
friend class FTexture;
friend struct FTexCoordInfo;
friend class FMultipatchTextureBuilder;
friend class FMaterial;
friend class FFont;
public:
IHardwareTexture* GetHardwareTexture(int translation, int scaleflags);
static FTexture *CreateTexture(const char *name, int lumpnum, bool allowflats = false);
virtual ~FTexture ();
virtual FImageSource *GetImage() const { return nullptr; }
void CreateUpsampledTextureBuffer(FTextureBuffer &texbuffer, bool hasAlpha, bool checkonly);
void CleanHardwareTextures(bool reallyclean);
// These are mainly meant for 2D code which only needs logical information about the texture to position it properly.
int GetDisplayWidth() { int foo = int((Width * 2) / Scale.X); return (foo >> 1) + (foo & 1); }
int GetDisplayHeight() { int foo = int((Height * 2) / Scale.Y); return (foo >> 1) + (foo & 1); }
double GetDisplayWidthDouble() { return Width / Scale.X; }
double GetDisplayHeightDouble() { return Height / Scale.Y; }
int GetDisplayLeftOffset() { return GetScaledLeftOffset(0); }
int GetDisplayTopOffset() { return GetScaledTopOffset(0); }
double GetDisplayLeftOffsetDouble(int adjusted = 0) { return _LeftOffset[adjusted] / Scale.X; }
double GetDisplayTopOffsetDouble(int adjusted = 0) { return _TopOffset[adjusted] / Scale.Y; }
int GetTexelWidth() { return Width; }
int GetTexelHeight() { return Height; }
int GetTexelLeftOffset(int adjusted) { return _LeftOffset[adjusted]; }
int GetTexelTopOffset(int adjusted) { return _TopOffset[adjusted]; }
bool isSkybox() const { return bSkybox; }
bool isFullbrightDisabled() const { return bDisableFullbright; }
bool isHardwareCanvas() const { return bHasCanvas; } // There's two here so that this can deal with software canvases in the hardware renderer later.
bool isCanvas() const { return bHasCanvas; }
int isWarped() const { return bWarped; }
int GetRotations() const { return Rotations; }
float GetShaderSpeed() const { return shaderspeed; }
void SetRotations(int rot) { Rotations = int16_t(rot); }
const FString &GetName() const { return Name; }
void SetNoDecals(bool on) { bNoDecals = on; }
void SetWarpStyle(int style) { bWarped = style; }
bool allowNoDecals() const { return bNoDecals; }
bool isScaled() const { return Scale.X != 1 || Scale.Y != 1; }
bool isMasked() const { return bMasked; }
void SetSkyOffset(int offs) { SkyOffset = offs; }
int GetSkyOffset() const { return SkyOffset; }
PalEntry GetSkyCapColor(bool bottom);
virtual int GetSourceLump() { return SourceLump; } // needed by the scripted GetName method.
void GetGlowColor(float *data);
bool isGlowing() const { return bGlowing; }
bool isAutoGlowing() const { return bAutoGlowing; }
int GetGlowHeight() const { return GlowHeight; }
bool isFullbright() const { return bFullbright; }
bool FindHoles(const unsigned char * buffer, int w, int h);
int GetSourceLump() const { return SourceLump; }
void SetSpeed(float fac) { shaderspeed = fac; }
bool UseWorldPanning() const { return bWorldPanning; }
void SetWorldPanning(bool on) { bWorldPanning = on; }
void SetDisplaySize(int fitwidth, int fitheight);
void CopySize(FTexture* BaseTexture)
{
Width = BaseTexture->GetTexelWidth();
Height = BaseTexture->GetTexelHeight();
_TopOffset[0] = BaseTexture->_TopOffset[0];
_TopOffset[1] = BaseTexture->_TopOffset[1];
_LeftOffset[0] = BaseTexture->_LeftOffset[0];
_LeftOffset[1] = BaseTexture->_LeftOffset[1];
Scale = BaseTexture->Scale;
}
// This is only used for the null texture and for Heretic's skies.
void SetSize(int w, int h)
{
Width = w;
Height = h;
}
bool TrimBorders(uint16_t* rect);
int GetAreas(FloatRect** pAreas) const;
// Returns the whole texture, stored in column-major order
virtual TArray<uint8_t> Get8BitPixels(bool alphatex);
virtual FBitmap GetBgraBitmap(const PalEntry *remap, int *trans = nullptr);
static bool SmoothEdges(unsigned char * buffer,int w, int h);
static PalEntry averageColor(const uint32_t *data, int size, int maxout);
protected:
DVector2 Scale;
int SourceLump;
public:
FHardwareTextureContainer SystemTextures;
protected:
protected:
FString Name;
uint8_t bNoDecals:1; // Decals should not stick to texture
uint8_t bNoRemap0:1; // Do not remap color 0 (used by front layer of parallax skies)
uint8_t bWorldPanning:1; // Texture is panned in world units rather than texels
uint8_t bMasked:1; // Texture (might) have holes
uint8_t bAlphaTexture:1; // Texture is an alpha channel without color information
uint8_t bHasCanvas:1; // Texture is based off FCanvasTexture
uint8_t bWarped:2; // This is a warped texture. Used to avoid multiple warps on one texture
uint8_t bComplex:1; // Will be used to mark extended MultipatchTextures that have to be
// fully composited before subjected to any kind of postprocessing instead of
// doing it per patch.
uint8_t bMultiPatch:2; // This is a multipatch texture (we really could use real type info for textures...)
uint8_t bFullNameTexture : 1;
uint8_t bBrightmapChecked : 1; // Set to 1 if brightmap has been checked
public:
uint8_t bGlowing : 1; // Texture glow color
uint8_t bAutoGlowing : 1; // Glow info is determined from texture image.
uint8_t bFullbright : 1; // always draw fullbright
uint8_t bDisableFullbright : 1; // This texture will not be displayed as fullbright sprite
protected:
uint8_t bSkybox : 1; // is a cubic skybox
uint8_t bNoCompress : 1;
int8_t bTranslucent : 2;
int8_t bExpandSprite = -1;
bool bHiresHasColorKey = false; // Support for old color-keyed Doomsday textures
uint16_t Rotations;
int16_t SkyOffset;
FloatRect *areas = nullptr;
int areacount = 0;
public:
int GlowHeight = 128;
PalEntry GlowColor = 0;
private:
float Glossiness = 10.f;
float SpecularLevel = 0.1f;
float shaderspeed = 1.f;
int shaderindex = 0;
int GetScaledWidth () { int foo = int((Width * 2) / Scale.X); return (foo >> 1) + (foo & 1); }
int GetScaledHeight () { int foo = int((Height * 2) / Scale.Y); return (foo >> 1) + (foo & 1); }
double GetScaledWidthDouble () { return Width / Scale.X; }
double GetScaledHeightDouble () { return Height / Scale.Y; }
double GetScaleY() const { return Scale.Y; }
// Now with improved offset adjustment.
int GetLeftOffset(int adjusted) { return _LeftOffset[adjusted]; }
int GetTopOffset(int adjusted) { return _TopOffset[adjusted]; }
int GetScaledLeftOffset (int adjusted) { int foo = int((_LeftOffset[adjusted] * 2) / Scale.X); return (foo >> 1) + (foo & 1); }
int GetScaledTopOffset (int adjusted) { int foo = int((_TopOffset[adjusted] * 2) / Scale.Y); return (foo >> 1) + (foo & 1); }
// Interfaces for the different renderers. Everything that needs to check renderer-dependent offsets
// should use these, so that if changes are needed, this is the only place to edit.
// For the hardware renderer. The software renderer's have been offloaded to FSoftwareTexture
int GetLeftOffsetHW() { return _LeftOffset[r_spriteadjustHW]; }
int GetTopOffsetHW() { return _TopOffset[r_spriteadjustHW]; }
virtual void ResolvePatches() {}
public:
void SetScale(const DVector2 &scale)
{
Scale = scale;
}
protected:
uint16_t Width, Height;
int16_t _LeftOffset[2], _TopOffset[2];
FTexture (const char *name = NULL, int lumpnum = -1);
public:
FTextureBuffer CreateTexBuffer(int translation, int flags = 0);
virtual bool DetermineTranslucency();
bool GetTranslucency()
{
return bTranslucent != -1 ? bTranslucent : DetermineTranslucency();
}
private:
int CheckDDPK3();
int CheckExternalFile(bool & hascolorkey);
bool bSWSkyColorDone = false;
PalEntry FloorSkyColor;
PalEntry CeilingSkyColor;
public:
void CheckTrans(unsigned char * buffer, int size, int trans);
bool ProcessData(unsigned char * buffer, int w, int h, bool ispatch);
int CheckRealHeight();
friend class FTextureManager;
};
// A texture that can be drawn to.
class FCanvasTexture : public FTexture
{
public:
FCanvasTexture(const char* name, int width, int height)
{
Name = name;
Width = width;
Height = height;
bMasked = false;
bHasCanvas = true;
bTranslucent = false;
bExpandSprite = false;
}
void NeedUpdate() { bNeedsUpdate = true; }
void SetUpdated(bool rendertype) { bNeedsUpdate = false; bFirstUpdate = false; bLastUpdateType = rendertype; }
protected:
bool bLastUpdateType = false;
bool bNeedsUpdate = true;
public:
bool bFirstUpdate = true;
friend struct FCanvasTextureInfo;
};
// A wrapper around a hardware texture, to allow using it in the 2D drawing interface.
class FWrapperTexture : public FTexture
{
int Format;
public:
FWrapperTexture(int w, int h, int bits = 1);
IHardwareTexture *GetSystemTexture()
{
return SystemTextures.GetHardwareTexture(0, 0);
}
int GetColorFormat() const
{
return Format;
}
};
class FImageTexture : public FTexture
{
FImageSource* mImage;
protected:
FImageTexture(const char *name) : FTexture(name) {}
void SetFromImage();
public:
FImageTexture(FImageSource* image, const char* name = nullptr) noexcept;
virtual TArray<uint8_t> Get8BitPixels(bool alphatex);
void SetImage(FImageSource* img) // This is only for the multipatch texture builder!
{
mImage = img;
}
FImageSource* GetImage() const override { return mImage; }
FBitmap GetBgraBitmap(const PalEntry* p, int* trans) override;
bool DetermineTranslucency() override;
};
struct MaterialLayers
{
float Glossiness;
float SpecularLevel;
FGameTexture* Brightmap;
FGameTexture* Normal;
FGameTexture* Specular;
FGameTexture* Metallic;
FGameTexture* Roughness;
FGameTexture* AmbientOcclusion;
FGameTexture* CustomShaderTextures[MAX_CUSTOM_HW_SHADER_TEXTURES];
};
struct FTexCoordInfo
{
int mRenderWidth;
int mRenderHeight;
int mWidth;
FVector2 mScale;
FVector2 mTempScale;
bool mWorldPanning;
float FloatToTexU(float v) const { return v / mRenderWidth; }
float FloatToTexV(float v) const { return v / mRenderHeight; }
float RowOffset(float ofs) const;
float TextureOffset(float ofs) const;
float TextureAdjustWidth() const;
void GetFromTexture(FTexture *tex, float x, float y, bool forceworldpanning);
void GetFromTexture(FGameTexture* tex, float x, float y, bool forceworldpanning);
};
enum
{
CLAMP_NONE = 0,
CLAMP_X = 1,
CLAMP_Y = 2,
CLAMP_XY = 3,
CLAMP_XY_NOMIP = 4,
CLAMP_NOFILTER = 5,
CLAMP_CAMTEX = 6,
};
//-----------------------------------------------------------------------------
//
// Todo: Get rid of this
// The faces can easily be stored in the material layer array
//
//-----------------------------------------------------------------------------
class FSkyBox : public FImageTexture
{
public:
FGameTexture* previous;
FGameTexture* faces[6]; // the faces need to be full materials as they can have all supported effects.
bool fliptop;
FSkyBox(const char* name);
void SetSize();
bool Is3Face() const
{
return faces[5] == nullptr;
}
bool IsFlipped() const
{
return fliptop;
}
};
// Refactoring helper to allow piece by piece adjustment of the API
class FGameTexture
{
friend class FMaterial;
// Material layers. These are shared so reference counting is used.
RefCountedPtr<FTexture> Base;
RefCountedPtr<FTexture> Brightmap;
RefCountedPtr<FTexture> Detailmap;
RefCountedPtr<FTexture> Glowmap;
RefCountedPtr<FTexture> Normal; // Normal map texture
RefCountedPtr<FTexture> Specular; // Specular light texture for the diffuse+normal+specular light model
RefCountedPtr<FTexture> Metallic; // Metalness texture for the physically based rendering (PBR) light model
RefCountedPtr<FTexture> Roughness; // Roughness texture for PBR
RefCountedPtr<FTexture> AmbientOcclusion; // Ambient occlusion texture for PBR
RefCountedPtr<FTexture> CustomShaderTextures[MAX_CUSTOM_HW_SHADER_TEXTURES]; // Custom texture maps for custom hardware shaders
FTextureID id;
int8_t shouldUpscaleFlag = 0; // Without explicit setup, scaling is disabled for a texture.
ETextureType UseType = ETextureType::Wall; // This texture's primary purpose
SpritePositioningInfo* spi = nullptr;
ISoftwareTexture* SoftwareTexture = nullptr;
FMaterial* Material[4] = { };
public:
FGameTexture(FTexture* wrap) : Base(wrap)
{
id.SetInvalid();
}
~FGameTexture();
FTextureID GetID() const { return id; }
void SetID(FTextureID newid) { id = newid; } // should only be called by the texture manager
void CreateDefaultBrightmap();
void AddAutoMaterials();
bool ShouldExpandSprite();
void SetupSpriteData();
void SetSpriteRect();
ETextureType GetUseType() const { return UseType; }
void SetUpscaleFlag(int what) { shouldUpscaleFlag = what; }
int GetUpscaleFlag() { return shouldUpscaleFlag; }
FTexture* GetTexture() { return Base.get(); }
int GetSourceLump() const { return Base->GetSourceLump(); }
void SetBrightmap(FGameTexture* tex) { Brightmap = tex->GetTexture(); }
double GetDisplayWidth() /*const*/ { return Base->GetDisplayWidthDouble(); }
double GetDisplayHeight() /*const*/ { return Base->GetDisplayHeightDouble(); }
int GetTexelWidth() /*const*/ { return Base->GetTexelWidth(); }
int GetTexelHeight() /*const*/ { return Base->GetTexelHeight(); }
int GetTexelLeftOffset(int adjusted = 0) /*const*/ { return Base->GetTexelLeftOffset(adjusted); }
int GetTexelTopOffset(int adjusted = 0) /*const*/ { return Base->GetTexelTopOffset(adjusted); }
double GetDisplayLeftOffset(int adjusted = 0) /*const*/ { return Base->GetDisplayLeftOffsetDouble(adjusted); }
double GetDisplayTopOffset(int adjusted = 0) /*const*/ { return Base->GetDisplayTopOffsetDouble(adjusted); }
// For the hardware renderer. The software renderer's have been offloaded to FSoftwareTexture
int GetLeftOffsetHW() { return GetTexelLeftOffset(r_spriteadjustHW); }
int GetTopOffsetHW() { return GetTexelTopOffset(r_spriteadjustHW); }
bool isValid() const { return UseType != ETextureType::Null; }
int isWarped() { return Base->isWarped(); }
void SetWarpStyle(int style) { Base->bWarped = style; }
bool isMasked() { return Base->isMasked(); }
bool isHardwareCanvas() const { return Base->isHardwareCanvas(); } // There's two here so that this can deal with software canvases in the hardware renderer later.
bool isSoftwareCanvas() const { return Base->isCanvas(); }
bool isMiscPatch() const { return GetUseType() == ETextureType::MiscPatch; } // only used by the intermission screen to decide whether to tile the background image or not.
bool isMultiPatch() const { return Base->bMultiPatch; }
bool isFullbrightDisabled() const { return Base->isFullbrightDisabled(); }
bool isFullbright() const { return Base->isFullbright(); }
bool isFullNameTexture() const { return Base->bFullNameTexture; }
bool expandSprites() const { return Base->bExpandSprite; }
bool useWorldPanning() const { return Base->UseWorldPanning(); }
void SetWorldPanning(bool on) { Base->SetWorldPanning(on); }
bool allowNoDecals() const { return Base->allowNoDecals(); }
void SetNoDecals(bool on) { Base->bNoDecals = on; }
void SetTranslucent(bool on) { Base->bTranslucent = on; }
void SetUseType(ETextureType type) { UseType = type; }
int GetShaderIndex() const { return Base->shaderindex; }
float GetShaderSpeed() const { return Base->GetShaderSpeed(); }
uint16_t GetRotations() const { return Base->GetRotations(); }
void SetRotations(int index) { Base->SetRotations(index); }
void SetSkyOffset(int ofs) { Base->SetSkyOffset(ofs); }
int GetSkyOffset() const { return Base->GetSkyOffset(); }
void SetScale(DVector2 vec) { Base->SetScale(vec); }
ISoftwareTexture* GetSoftwareTexture()
{
return SoftwareTexture;
}
void SetSoftwareTexture(ISoftwareTexture* swtex)
{
SoftwareTexture = swtex;
}
FMaterial* GetMaterial(int num)
{
return Material[num];
}
const FString& GetName() const { return Base->GetName(); }
void SetShaderSpeed(float speed) { Base->shaderspeed = speed; }
void SetShaderIndex(int index) { Base->shaderindex = index; }
void SetShaderLayers(MaterialLayers& lay)
{
// Only update layers that have something defind.
if (lay.Glossiness > -1000) Base->Glossiness = lay.Glossiness;
if (lay.SpecularLevel > -1000) Base->SpecularLevel = lay.SpecularLevel;
if (lay.Brightmap) Brightmap = lay.Brightmap->GetTexture();
if (lay.Normal) Normal = lay.Normal->GetTexture();
if (lay.Specular) Specular = lay.Specular->GetTexture();
if (lay.Metallic) Metallic = lay.Metallic->GetTexture();
if (lay.Roughness) Roughness = lay.Roughness->GetTexture();
if (lay.AmbientOcclusion) AmbientOcclusion = lay.AmbientOcclusion->GetTexture();
for (int i = 0; i < MAX_CUSTOM_HW_SHADER_TEXTURES; i++)
{
if (lay.CustomShaderTextures[i]) CustomShaderTextures[i] = lay.CustomShaderTextures[i]->GetTexture();
}
}
float GetGlossiness() const { return Base->Glossiness; }
float GetSpecularLevel() const { return Base->SpecularLevel; }
void CopySize(FGameTexture* BaseTexture)
{
Base->CopySize(BaseTexture->Base.get());
}
// Glowing is a pure material property that should not filter down to the actual texture objects.
void GetGlowColor(float* data) { Base->GetGlowColor(data); }
bool isGlowing() const { return Base->isGlowing(); }
bool isAutoGlowing() const { return Base->isAutoGlowing(); }
int GetGlowHeight() const { return Base->GetGlowHeight(); }
void SetAutoGlowing() { auto tex = GetTexture(); tex->bAutoGlowing = tex->bGlowing = tex->bFullbright = true; }
void SetGlowHeight(int v) { Base->GlowHeight = v; }
void SetFullbright() { Base->bFullbright = true; }
void SetDisableFullbright(bool on) { Base->bDisableFullbright = on; }
void SetGlowing(PalEntry color) { auto tex = GetTexture(); tex->bAutoGlowing = false; tex->bGlowing = true; tex->GlowColor = color; }
bool isUserContent() const;
int CheckRealHeight() { return Base->CheckRealHeight(); }
bool isSkybox() const { return Base->isSkybox(); }
void SetSize(int x, int y) { Base->SetSize(x, y); }
void SetDisplaySize(float w, float h) { Base->SetSize((int)w, (int)h); }
const SpritePositioningInfo& GetSpritePositioning(int which) { if (spi == nullptr) SetupSpriteData(); return spi[which]; }
int GetAreas(FloatRect** pAreas) const { return Base->GetAreas(pAreas); }
PalEntry GetSkyCapColor(bool bottom) { return Base->GetSkyCapColor(bottom); }
bool GetTranslucency()
{
return Base->GetTranslucency();
}
// Since these properties will later piggyback on existing members of FGameTexture, the accessors need to be here.
FGameTexture *GetSkyFace(int num)
{
return (isSkybox() ? static_cast<FSkyBox*>(Base.get())->faces[num] : nullptr);
}
bool GetSkyFlip() { return isSkybox() ? static_cast<FSkyBox*>(Base.get())->fliptop : false; }
int GetClampMode(int clampmode)
{
if (GetUseType() == ETextureType::SWCanvas) clampmode = CLAMP_NOFILTER;
else if (isHardwareCanvas()) clampmode = CLAMP_CAMTEX;
else if ((isWarped() || Base->shaderindex >= FIRST_USER_SHADER) && clampmode <= CLAMP_XY) clampmode = CLAMP_NONE;
return clampmode;
}
};
inline FGameTexture* MakeGameTexture(FTexture* tex, ETextureType useType)
{
if (!tex) return nullptr;
auto t = new FGameTexture(tex);
t->SetUseType(useType);
return t;
}
enum EUpscaleFlags
{
UF_None = 0,
UF_Texture = 1,
UF_Sprite = 2,
UF_Font = 4
};
extern int upscalemask;
void UpdateUpscaleMask();
int calcShouldUpscale(FGameTexture* tex);
inline int shouldUpscale(FGameTexture* tex, EUpscaleFlags UseType)
{
// This only checks the global scale mask and the texture's validation for upscaling. Everything else has been done up front elsewhere.
if (!(upscalemask & UseType)) return 0;
return tex->GetUpscaleFlag();
}
#endif