raze/source/common/textures/textures.h
Christoph Oelckers 93ad83b380 - use GZDoom's texture backend to read hightile textures. (Hightile tinting code moved to the shader but isn't active yet.
- remove all code for faking gamma correction through palette manipulated images.
2019-10-05 21:59:03 +02:00

200 lines
5.5 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 "textureid.h"
#include "zstring.h"
#include "palentry.h"
/*
#include "v_palette.h"
#include "r_data/v_colortables.h"
#include "colormatcher.h"
#include "r_data/renderstyle.h"
#include "r_data/r_translate.h"
#include "hwrenderer/textures/hw_texcontainer.h"
*/
#include <vector>
class FImageSource;
enum ECreateTexBufferFlags
{
CTF_CheckHires = 1, // use external hires replacement if found
CTF_Expand = 2, // create buffer with a one-pixel wide border
CTF_ProcessData = 4, // run postprocessing on the generated buffer. This is only needed when using the data for a hardware texture.
CTF_CheckOnly = 8, // Only runs the code to get a content ID but does not create a texture. Can be used to access a caching system for the hardware textures.
};
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) {}
};
class FGLRenderState;
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;
}
};
// Base texture class
class FTexture
{
public:
static FTexture *CreateTexture(const char *name);
static FTexture* GetTexture(const char* path);
virtual ~FTexture ();
virtual FImageSource *GetImage() const { return nullptr; }
const FString &GetName() const { return Name; }
bool isMasked() const { return bMasked; }
bool isTranslucent() const { return bMasked; }
PalEntry GetSkyCapColor(bool bottom);
// Returns the whole texture, stored in column-major order
virtual TArray<uint8_t> Get8BitPixels(bool alphatex);
virtual FBitmap GetBgraBitmap(PalEntry *remap, int *trans = nullptr);
static int SmoothEdges(unsigned char * buffer,int w, int h);
static PalEntry averageColor(const uint32_t *data, int size, int maxout);
int GetWidth() { return Width; }
int GetHeight() { return Height; }
int GetLeftOffset() { return LeftOffset; }
int GetTopOffset() { return TopOffset; }
FTextureBuffer CreateTexBuffer(int translation, int flags = 0);
bool GetTranslucency();
void CheckTrans(unsigned char * buffer, int size, int trans);
bool ProcessData(unsigned char * buffer, int w, int h, bool ispatch);
protected:
void CopySize(FTexture *BaseTexture)
{
Width = BaseTexture->GetWidth();
Height = BaseTexture->GetHeight();
TopOffset = BaseTexture->TopOffset;
TopOffset = BaseTexture->TopOffset;
}
int Width = 0, Height = 0;
int LeftOffset = 0, TopOffset = 0;
FString Name;
uint8_t bMasked = true; // Texture (might) have holes
int8_t bTranslucent = -1; // Does this texture have an active alpha channel?
bool skyColorDone = false;
PalEntry FloorSkyColor;
PalEntry CeilingSkyColor;
FTexture (const char *name = NULL);
};
#endif