// //--------------------------------------------------------------------------- // // Copyright(C) 2010-2016 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 2 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/ // //-------------------------------------------------------------------------- // /* ** gl_voxels.cpp ** ** Voxel management ** **/ #include "filesystem.h" #include "colormatcher.h" #include "bitmap.h" #include "model_kvx.h" #include "image.h" #include "texturemanager.h" #include "modelrenderer.h" #include "voxels.h" #include "texturemanager.h" #include "palettecontainer.h" #include "textures.h" #include "imagehelpers.h" #ifdef _MSC_VER #pragma warning(disable:4244) // warning C4244: conversion from 'double' to 'float', possible loss of data #endif //=========================================================================== // // Creates a 16x16 texture from the palette so that we can // use the existing palette manipulation code to render the voxel // Otherwise all shaders had to be duplicated and the non-shader code // would be a lot less efficient. // //=========================================================================== class FVoxelTexture : public FImageSource { public: FVoxelTexture(FVoxel *voxel); int CopyPixels(FBitmap *bmp, int conversion) override; TArray CreatePalettedPixels(int conversion) override; protected: FVoxel *SourceVox; }; //=========================================================================== // // // //=========================================================================== FVoxelTexture::FVoxelTexture(FVoxel *vox) { SourceVox = vox; Width = 16; Height = 16; //bNoCompress = true; } //=========================================================================== // // // //=========================================================================== TArray FVoxelTexture::CreatePalettedPixels(int conversion) { // GetPixels gets called when a translated palette is used so we still need to implement it here. TArray Pixels(256, true); uint8_t *pp = SourceVox->Palette.Data(); if(pp != NULL) { for(int i=0;i<256;i++, pp+=3) { PalEntry pe; pe.r = (pp[0] << 2) | (pp[0] >> 4); pe.g = (pp[1] << 2) | (pp[1] >> 4); pe.b = (pp[2] << 2) | (pp[2] >> 4); // Alphatexture handling is just for completeness, but rather unlikely to be used ever. Pixels[i] = conversion == luminance ? pe.r : ColorMatcher.Pick(pe); } } else { for(int i=0;i<256;i++, pp+=3) { Pixels[i] = (uint8_t)i; } } ImageHelpers::FlipSquareBlock(Pixels.Data(), Width); return Pixels; } //=========================================================================== // // FVoxelTexture::CopyPixels // // This creates a dummy 16x16 paletted bitmap and converts that using the // voxel palette // //=========================================================================== int FVoxelTexture::CopyPixels(FBitmap *bmp, int conversion) { PalEntry pe[256]; uint8_t bitmap[256]; uint8_t *pp = SourceVox->Palette.Data(); if(pp != nullptr) { for(int i=0;i<256;i++, pp+=3) { bitmap[i] = (uint8_t)i; pe[i].r = (pp[0] << 2) | (pp[0] >> 4); pe[i].g = (pp[1] << 2) | (pp[1] >> 4); pe[i].b = (pp[2] << 2) | (pp[2] >> 4); pe[i].a = 255; } } else { for(int i=0;i<256;i++, pp+=3) { bitmap[i] = (uint8_t)i; pe[i] = GPalette.BaseColors[i]; pe[i].a = 255; } } bmp->CopyPixelData(0, 0, bitmap, Width, Height, 1, 16, 0, pe); return 0; } //=========================================================================== // // // //=========================================================================== FVoxelModel::FVoxelModel(FVoxel *voxel, bool owned) { mVoxel = voxel; mOwningVoxel = owned; mPalette = TexMan.AddGameTexture(MakeGameTexture(new FImageTexture(new FVoxelTexture(voxel)), nullptr, ETextureType::Override)); } //=========================================================================== // // // //=========================================================================== FVoxelModel::~FVoxelModel() { if (mOwningVoxel) delete mVoxel; } //=========================================================================== // // // //=========================================================================== unsigned int FVoxelModel::AddVertex(FModelVertex &vert, FVoxelMap &check) { unsigned int index = check[vert]; if (index == 0xffffffff) { index = check[vert] =mVertices.Push(vert); } return index; } //=========================================================================== // // // //=========================================================================== void FVoxelModel::AddFace(int x1, int y1, int z1, int x2, int y2, int z2, int x3, int y3, int z3, int x4, int y4, int z4, uint8_t col, FVoxelMap &check) { float PivotX = mVoxel->Mips[0].Pivot.X; float PivotY = mVoxel->Mips[0].Pivot.Y; float PivotZ = mVoxel->Mips[0].Pivot.Z; FModelVertex vert; unsigned int indx[4]; vert.packedNormal = 0; // currently this is not being used for voxels. vert.u = (((col & 15) + 0.5f) / 16.f); vert.v = (((col / 16) + 0.5f) / 16.f); vert.x = x1 - PivotX; vert.z = -y1 + PivotY; vert.y = -z1 + PivotZ; indx[0] = AddVertex(vert, check); vert.x = x2 - PivotX; vert.z = -y2 + PivotY; vert.y = -z2 + PivotZ; indx[1] = AddVertex(vert, check); vert.x = x4 - PivotX; vert.z = -y4 + PivotY; vert.y = -z4 + PivotZ; indx[2] = AddVertex(vert, check); vert.x = x3 - PivotX; vert.z = -y3 + PivotY; vert.y = -z3 + PivotZ; indx[3] = AddVertex(vert, check); mIndices.Push(indx[0]); mIndices.Push(indx[1]); mIndices.Push(indx[3]); mIndices.Push(indx[1]); mIndices.Push(indx[2]); mIndices.Push(indx[3]); } //=========================================================================== // // // //=========================================================================== void FVoxelModel::MakeSlabPolys(int x, int y, kvxslab_t *voxptr, FVoxelMap &check) { const uint8_t *col = voxptr->col; int zleng = voxptr->zleng; int ztop = voxptr->ztop; int cull = voxptr->backfacecull; if (cull & 16) { AddFace(x, y, ztop, x+1, y, ztop, x, y+1, ztop, x+1, y+1, ztop, *col, check); } int z = ztop; while (z < ztop+zleng) { int c = 0; while (z+c < ztop+zleng && col[c] == col[0]) c++; if (cull & 1) { AddFace(x, y, z, x, y+1, z, x, y, z+c, x, y+1, z+c, *col, check); } if (cull & 2) { AddFace(x+1, y+1, z, x+1, y, z, x+1, y+1, z+c, x+1, y, z+c, *col, check); } if (cull & 4) { AddFace(x+1, y, z, x, y, z, x+1, y, z+c, x, y, z+c, *col, check); } if (cull & 8) { AddFace(x, y+1, z, x+1, y+1, z, x, y+1, z+c, x+1, y+1, z+c, *col, check); } z+=c; col+=c; } if (cull & 32) { int zz = ztop+zleng-1; AddFace(x+1, y, zz+1, x, y, zz+1, x+1, y+1, zz+1, x, y+1, zz+1, voxptr->col[zleng-1], check); } } //=========================================================================== // // // //=========================================================================== void FVoxelModel::Initialize() { FVoxelMap check; FVoxelMipLevel *mip = &mVoxel->Mips[0]; for (int x = 0; x < mip->SizeX; x++) { uint8_t *slabxoffs = &mip->GetSlabData(false)[mip->OffsetX[x]]; short *xyoffs = &mip->OffsetXY[x * (mip->SizeY + 1)]; for (int y = 0; y < mip->SizeY; y++) { kvxslab_t *voxptr = (kvxslab_t *)(slabxoffs + xyoffs[y]); kvxslab_t *voxend = (kvxslab_t *)(slabxoffs + xyoffs[y+1]); for (; voxptr < voxend; voxptr = (kvxslab_t *)((uint8_t *)voxptr + voxptr->zleng + 3)) { MakeSlabPolys(x, y, voxptr, check); } } } } //=========================================================================== // // // //=========================================================================== void FVoxelModel::BuildVertexBuffer(FModelRenderer *renderer) { if (!GetVertexBuffer(renderer->GetType())) { Initialize(); auto vbuf = renderer->CreateVertexBuffer(true, true); SetVertexBuffer(renderer->GetType(), vbuf); FModelVertex *vertptr = vbuf->LockVertexBuffer(mVertices.Size()); unsigned int *indxptr = vbuf->LockIndexBuffer(mIndices.Size()); memcpy(vertptr, &mVertices[0], sizeof(FModelVertex)* mVertices.Size()); memcpy(indxptr, &mIndices[0], sizeof(unsigned int)* mIndices.Size()); vbuf->UnlockVertexBuffer(); vbuf->UnlockIndexBuffer(); mNumIndices = mIndices.Size(); // delete our temporary buffers mVertices.Clear(); mIndices.Clear(); mVertices.ShrinkToFit(); mIndices.ShrinkToFit(); } } //=========================================================================== // // for skin precaching // //=========================================================================== void FVoxelModel::AddSkins(uint8_t *hitlist, const FTextureID*) { hitlist[mPalette.GetIndex()] |= FTextureManager::HIT_Flat; } //=========================================================================== // // // //=========================================================================== bool FVoxelModel::Load(const char * fn, int lumpnum, const char * buffer, int length) { return false; // not needed } //=========================================================================== // // Voxels don't have frames so always return 0 // //=========================================================================== int FVoxelModel::FindFrame(const char* name, bool nodefault) { return nodefault ? FErr_Voxel : 0; // -2, not -1 because voxels are special. } //=========================================================================== // // Voxels need aspect ratio correction according to the current map's setting // //=========================================================================== float FVoxelModel::getAspectFactor(float stretch) { return stretch; } //=========================================================================== // // Voxels never interpolate between frames, they only have one. // //=========================================================================== void FVoxelModel::RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frame, int frame2, double inter, int translation, const FTextureID*, const TArray& boneData, int boneStartPosition) { renderer->SetMaterial(skin, true, translation); renderer->SetupFrame(this, 0, 0, 0, {}, -1); renderer->DrawElements(mNumIndices, 0); }