raze/source/common/textures/textures.h

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/*
** textures.h
**
**---------------------------------------------------------------------------
** Copyright 2005-2016 Randy Heit
** Copyright 2005-2019 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 "floatrect.h"
#include "refcounted.h"
typedef TMap<int, bool> SpriteHits;
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class FImageSource;
class FGameTexture;
class IHardwareTexture;
enum
{
CLAMP_NONE = 0,
CLAMP_X = 1,
CLAMP_Y = 2,
CLAMP_XY = 3,
CLAMP_XY_NOMIP = 4,
CLAMP_NOFILTER = 5,
CLAMP_CAMTEX = 6,
};
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enum MaterialShaderIndex
{
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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,
};
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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;
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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) {}
};
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enum FTextureFormat : uint32_t
{
TEX_Pal,
TEX_Gray,
TEX_RGB, // Actually ARGB
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TEX_Count
};
class ISoftwareTexture
{
public:
virtual ~ISoftwareTexture() = default;
};
class FGLRenderState;
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struct spriteframewithrotate;
class FSerializer;
namespace OpenGLRenderer
{
class FGLRenderState;
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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;
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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;
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mContentId = other.mContentId;
other.mBuffer = nullptr;
}
FTextureBuffer& operator=(FTextureBuffer &&other)
{
mBuffer = other.mBuffer;
mWidth = other.mWidth;
mHeight = other.mHeight;
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mContentId = other.mContentId;
other.mBuffer = nullptr;
return *this;
}
};
// Base texture class
class FTexture : public RefCountedBase
{
friend class FGameTexture; // only for the porting work
public:
FHardwareTextureContainer SystemTextures;
protected:
FloatRect* areas = nullptr;
int SourceLump;
uint16_t Width = 0, Height = 0;
bool Masked = false; // Texture (might) have holes
bool bHasCanvas = false;
int8_t bTranslucent = -1;
int8_t areacount = 0; // this is capped at 4 sections.
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public:
IHardwareTexture* GetHardwareTexture(int translation, int scaleflags);
virtual FImageSource *GetImage() const { return nullptr; }
void CreateUpsampledTextureBuffer(FTextureBuffer &texbuffer, bool hasAlpha, bool checkonly);
void CleanHardwareTextures()
{
SystemTextures.Clean();
}
void CleanPrecacheMarker()
{
SystemTextures.UnmarkAll();
}
void MarkForPrecache(int translation, int scaleflags)
{
SystemTextures.MarkForPrecache(translation, scaleflags);
}
void CleanUnused()
{
SystemTextures.CleanUnused();
}
int GetWidth() { return Width; }
int GetHeight() { return Height; }
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 GetSourceLump() { return SourceLump; } // needed by the scripted GetName method.
bool FindHoles(const unsigned char * buffer, int w, int h);
void CopySize(FTexture* BaseTexture)
{
Width = BaseTexture->GetWidth();
Height = BaseTexture->GetHeight();
}
// 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);
virtual void ResolvePatches() {}
FTexture (int lumpnum = -1);
public:
FTextureBuffer CreateTexBuffer(int translation, int flags = 0);
virtual bool DetermineTranslucency();
bool GetTranslucency()
{
return bTranslucent != -1 ? bTranslucent : DetermineTranslucency();
}
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(int width, int height)
{
Width = width;
Height = height;
bHasCanvas = true;
aspectRatio = (float)width / height;
}
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;
float aspectRatio;
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;
bool bNoRemap0 = false;
protected:
void SetFromImage();
public:
FImageTexture(FImageSource* image) noexcept;
virtual TArray<uint8_t> Get8BitPixels(bool alphatex);
void SetImage(FImageSource* img)
{
mImage = img;
SetFromImage();
}
void SetNoRemap0() { bNoRemap0 = true; }
FImageSource* GetImage() const override { return mImage; }
FBitmap GetBgraBitmap(const PalEntry* p, int* trans) override;
bool DetermineTranslucency() override;
};
#include "gametexture.h"
#endif