gzdoom-gles/src/textures/textures.h

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/*
** 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.
**---------------------------------------------------------------------------
**
*/
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#ifndef __TEXTURES_H
#define __TEXTURES_H
#include "doomtype.h"
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#include "vectors.h"
#include "v_palette.h"
#include "v_colortables.h"
#include "colormatcher.h"
#include "r_data/renderstyle.h"
#include "r_data/r_translate.h"
#include <vector>
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// 15 because 0th texture is our texture
#define MAX_CUSTOM_HW_SHADER_TEXTURES 15
typedef TMap<int, bool> SpriteHits;
enum MaterialShaderIndex
{
SHADER_Default,
SHADER_Warp1,
SHADER_Warp2,
SHADER_Brightmap,
SHADER_Specular,
SHADER_SpecularBrightmap,
SHADER_PBR,
SHADER_PBRBrightmap,
SHADER_Paletted,
SHADER_NoTexture,
SHADER_BasicFuzz,
SHADER_SmoothFuzz,
SHADER_SwirlyFuzz,
SHADER_TranslucentFuzz,
SHADER_JaggedFuzz,
SHADER_NoiseFuzz,
SHADER_SmoothNoiseFuzz,
SHADER_SoftwareFuzz,
FIRST_USER_SHADER
};
struct UserShaderDesc
{
FString shader;
MaterialShaderIndex shaderType;
FString defines;
bool disablealphatest = false;
};
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;
}
};
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.
};
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class FBitmap;
struct FRemapTable;
struct FCopyInfo;
class FScanner;
// Texture IDs
class FTextureManager;
class FTerrainTypeArray;
class IHardwareTexture;
class FMaterial;
extern int r_spriteadjustSW, r_spriteadjustHW;
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class FNullTextureID : public FTextureID
{
public:
FNullTextureID() : FTextureID(0) {}
};
//
// Animating textures and planes
//
// [RH] Expanded to work with a Hexen ANIMDEFS lump
//
struct FAnimDef
{
FTextureID BasePic;
uint16_t NumFrames;
uint16_t CurFrame;
uint8_t AnimType;
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bool bDiscrete; // taken out of AnimType to have better control
uint64_t SwitchTime; // Time to advance to next frame
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struct FAnimFrame
{
uint32_t SpeedMin; // Speeds are in ms, not tics
uint32_t SpeedRange;
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FTextureID FramePic;
} Frames[1];
enum
{
ANIM_Forward,
ANIM_Backward,
ANIM_OscillateUp,
ANIM_OscillateDown,
ANIM_Random
};
void SetSwitchTime (uint64_t mstime);
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};
struct FSwitchDef
{
FTextureID PreTexture; // texture to switch from
FSwitchDef *PairDef; // switch def to use to return to PreTexture
uint16_t NumFrames; // # of animation frames
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bool QuestPanel; // Special texture for Strife mission
int Sound; // sound to play at start of animation. Changed to int to avoiud having to include s_sound here.
struct frame // Array of times followed by array of textures
{ // actual length of each array is <NumFrames>
uint16_t TimeMin;
uint16_t TimeRnd;
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FTextureID Texture;
} frames[1];
};
struct FDoorAnimation
{
FTextureID BaseTexture;
FTextureID *TextureFrames;
int NumTextureFrames;
FName OpenSound;
FName CloseSound;
};
// Patches.
// A patch holds one or more columns.
// Patches are used for sprites and all masked pictures, and we compose
// textures from the TEXTURE1/2 lists of patches.
struct patch_t
{
int16_t width; // bounding box size
int16_t height;
int16_t leftoffset; // pixels to the left of origin
int16_t topoffset; // pixels below the origin
uint32_t columnofs[]; // only [width] used
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// the [0] is &columnofs[width]
};
// All FTextures present their data to the world in 8-bit format, but if
// the source data is something else, this is it.
enum FTextureFormat : uint32_t
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{
TEX_Pal,
TEX_Gray,
TEX_RGB, // Actually ARGB
TEX_Count
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};
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// Base texture class
class FTexture
{
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public:
static FTexture *CreateTexture(const char *name, int lumpnum, ETextureType usetype);
static FTexture *CreateTexture(int lumpnum, ETextureType usetype);
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virtual ~FTexture ();
void AddAutoMaterials();
unsigned char *CreateUpsampledTextureBuffer(unsigned char *inputBuffer, const int inWidth, const int inHeight, int &outWidth, int &outHeight, bool hasAlpha);
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//int16_t LeftOffset, TopOffset;
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uint8_t WidthBits, HeightBits;
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DVector2 Scale;
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int SourceLump;
FTextureID id;
FMaterial *Material[2] = { nullptr, nullptr };
IHardwareTexture *SystemTexture[2] = { nullptr, nullptr };
// None of the following pointers are owned by this texture, they are all controlled by the texture manager.
// Paletted variant
FTexture *PalVersion = nullptr;
// External hires texture
FTexture *HiresTexture = nullptr;
// Material layers
FTexture *Brightmap = nullptr;
FTexture *Normal = nullptr; // Normal map texture
FTexture *Specular = nullptr; // Specular light texture for the diffuse+normal+specular light model
FTexture *Metallic = nullptr; // Metalness texture for the physically based rendering (PBR) light model
FTexture *Roughness = nullptr; // Roughness texture for PBR
FTexture *AmbientOcclusion = nullptr; // Ambient occlusion texture for PBR
FTexture *CustomShaderTextures[MAX_CUSTOM_HW_SHADER_TEXTURES] = { nullptr }; // Custom texture maps for custom hardware shaders
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FString Name;
ETextureType UseType; // This texture's primary purpose
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
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// 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 bKeepAround:1; // This texture was used as part of a multi-patch texture. Do not free it.
uint8_t bFullNameTexture : 1;
uint8_t bBrightmapChecked : 1; // Set to 1 if brightmap has been checked
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
uint8_t bSkybox : 1; // is a cubic skybox
uint8_t bNoCompress : 1;
uint8_t bNoExpand : 1;
int8_t bTranslucent : 2;
bool bHiresHasColorKey = false; // Support for old color-keyed Doomsday textures
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uint16_t Rotations;
int16_t SkyOffset;
FloatRect *areas = nullptr;
int areacount = 0;
int GlowHeight = 128;
PalEntry GlowColor = 0;
int HiresLump = -1; // For external hires textures.
float Glossiness = 10.f;
float SpecularLevel = 0.1f;
float shaderspeed = 1.f;
int shaderindex = 0;
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struct Span
{
uint16_t TopOffset;
uint16_t Length; // A length of 0 terminates this column
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};
// Returns a single column of the texture
virtual const uint8_t *GetColumn(FRenderStyle style, unsigned int column, const Span **spans_out);
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// Returns a single column of the texture, in BGRA8 format
virtual const uint32_t *GetColumnBgra(unsigned int column, const Span **spans_out);
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// Returns the whole texture, stored in column-major order
virtual const uint8_t *GetPixels(FRenderStyle style);
// Returns the whole texture, stored in column-major order, in BGRA8 format
virtual const uint32_t *GetPixelsBgra();
// Returns true if GetPixelsBgra includes mipmaps
virtual bool Mipmapped() { return true; }
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virtual int CopyTrueColorPixels(FBitmap *bmp, int x, int y, int rotate=0, FCopyInfo *inf = NULL);
virtual int CopyTrueColorTranslated(FBitmap *bmp, int x, int y, int rotate, PalEntry *remap, FCopyInfo *inf = NULL);
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virtual bool UseBasePalette();
virtual int GetSourceLump() { return SourceLump; }
virtual FTexture *GetRedirect();
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virtual FTexture *GetRawTexture(); // for FMultiPatchTexture to override
virtual void Unload ();
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// Returns the native pixel format for this image
virtual FTextureFormat GetFormat();
// Fill the native texture buffer with pixel data for this image
virtual void FillBuffer(uint8_t *buff, int pitch, int height, FTextureFormat fmt);
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int GetWidth () { return Width; }
int GetHeight () { return Height; }
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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; }
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// 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); }
double GetScaledLeftOffsetDouble(int adjusted) { return _LeftOffset[adjusted] / Scale.X; }
double GetScaledTopOffsetDouble(int adjusted) { return _TopOffset[adjusted] / Scale.Y; }
// 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 original software renderer
int GetLeftOffsetSW() { return _LeftOffset[r_spriteadjustSW]; }
int GetTopOffsetSW() { return _TopOffset[r_spriteadjustSW]; }
int GetScaledLeftOffsetSW() { return GetScaledLeftOffset(r_spriteadjustSW); }
int GetScaledTopOffsetSW() { return GetScaledTopOffset(r_spriteadjustSW); }
// For the softpoly renderer, in case it wants adjustment
int GetLeftOffsetPo() { return _LeftOffset[r_spriteadjustSW]; }
int GetTopOffsetPo() { return _TopOffset[r_spriteadjustSW]; }
int GetScaledLeftOffsetPo() { return GetScaledLeftOffset(r_spriteadjustSW); }
int GetScaledTopOffsetPo() { return GetScaledTopOffset(r_spriteadjustSW); }
// For the hardware renderer
int GetLeftOffsetHW() { return _LeftOffset[r_spriteadjustHW]; }
int GetTopOffsetHW() { return _TopOffset[r_spriteadjustHW]; }
virtual void ResolvePatches() {}
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virtual void SetFrontSkyLayer();
void CopyToBlock (uint8_t *dest, int dwidth, int dheight, int x, int y, int rotate, const uint8_t *translation, FRenderStyle style);
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// Returns true if the next call to GetPixels() will return an image different from the
// last call to GetPixels(). This should be considered valid only if a call to CheckModified()
// is immediately followed by a call to GetPixels().
virtual bool CheckModified (FRenderStyle style);
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static void InitGrayMap();
void CopySize(FTexture *BaseTexture)
{
Width = BaseTexture->GetWidth();
Height = BaseTexture->GetHeight();
_TopOffset[0] = BaseTexture->_TopOffset[0];
_TopOffset[1] = BaseTexture->_TopOffset[1];
_LeftOffset[0] = BaseTexture->_LeftOffset[0];
_LeftOffset[1] = BaseTexture->_LeftOffset[1];
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WidthBits = BaseTexture->WidthBits;
HeightBits = BaseTexture->HeightBits;
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Scale = BaseTexture->Scale;
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WidthMask = (1 << WidthBits) - 1;
}
void SetScaledSize(int fitwidth, int fitheight);
PalEntry GetSkyCapColor(bool bottom);
static PalEntry averageColor(const uint32_t *data, int size, int maxout);
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protected:
uint16_t Width, Height, WidthMask;
int16_t _LeftOffset[2], _TopOffset[2];
static uint8_t GrayMap[256];
uint8_t *GetRemap(FRenderStyle style, bool srcisgrayscale = false)
{
if (style.Flags & STYLEF_RedIsAlpha)
{
return translationtables[TRANSLATION_Standard][srcisgrayscale ? STD_Gray : STD_Grayscale]->Remap;
}
else
{
return srcisgrayscale ? GrayMap : GPalette.Remap;
}
}
uint8_t RGBToPalettePrecise(bool wantluminance, int r, int g, int b, int a = 255)
{
if (wantluminance)
{
return (uint8_t)Luminance(r, g, b) * a / 255;
}
else
{
return ColorMatcher.Pick(r, g, b);
}
}
uint8_t RGBToPalette(bool wantluminance, int r, int g, int b, int a = 255)
{
if (wantluminance)
{
// This is the same formula the OpenGL renderer uses for grayscale textures with an alpha channel.
return (uint8_t)(Luminance(r, g, b) * a / 255);
}
else
{
return a < 128? 0 : RGB256k.RGB[r >> 2][g >> 2][b >> 2];
}
}
uint8_t RGBToPalette(bool wantluminance, PalEntry pe, bool hasalpha = true)
{
return RGBToPalette(wantluminance, pe.r, pe.g, pe.b, hasalpha? pe.a : 255);
}
uint8_t RGBToPalette(FRenderStyle style, int r, int g, int b, int a = 255)
{
return RGBToPalette(!!(style.Flags & STYLEF_RedIsAlpha), r, g, b, a);
}
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FTexture (const char *name = NULL, int lumpnum = -1);
Span **CreateSpans (const uint8_t *pixels) const;
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void FreeSpans (Span **spans) const;
void CalcBitSize ();
void CopyInfo(FTexture *other)
{
CopySize(other);
bNoDecals = other->bNoDecals;
Rotations = other->Rotations;
}
std::vector<uint32_t> PixelsBgra;
void GenerateBgraFromBitmap(const FBitmap &bitmap);
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void CreatePixelsBgraWithMipmaps();
void GenerateBgraMipmaps();
void GenerateBgraMipmapsFast();
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int MipmapLevels() const;
public:
unsigned char * CreateTexBuffer(int translation, int & w, int & h, int flags = 0);
bool GetTranslucency();
private:
int CheckDDPK3();
int CheckExternalFile(bool & hascolorkey);
unsigned char *LoadHiresTexture(int *width, int *height);
bool bSWSkyColorDone = false;
PalEntry FloorSkyColor;
PalEntry CeilingSkyColor;
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public:
static void FlipSquareBlock (uint8_t *block, int x, int y);
static void FlipSquareBlockBgra (uint32_t *block, int x, int y);
static void FlipSquareBlockRemap (uint8_t *block, int x, int y, const uint8_t *remap);
static void FlipNonSquareBlock (uint8_t *blockto, const uint8_t *blockfrom, int x, int y, int srcpitch);
static void FlipNonSquareBlockBgra (uint32_t *blockto, const uint32_t *blockfrom, int x, int y, int srcpitch);
static void FlipNonSquareBlockRemap (uint8_t *blockto, const uint8_t *blockfrom, int x, int y, int srcpitch, const uint8_t *remap);
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public:
void GetGlowColor(float *data);
bool isGlowing() { return bGlowing; }
bool isFullbright() { return bFullbright; }
void CreateDefaultBrightmap();
bool FindHoles(const unsigned char * buffer, int w, int h);
static bool SmoothEdges(unsigned char * buffer,int w, int h);
void CheckTrans(unsigned char * buffer, int size, int trans);
bool ProcessData(unsigned char * buffer, int w, int h, bool ispatch);
int CheckRealHeight();
void SetSpriteAdjust();
friend class FTextureManager;
};
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class FxAddSub;
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// Texture manager
class FTextureManager
{
friend class FxAddSub; // needs access to do a bounds check on the texture ID.
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public:
FTextureManager ();
~FTextureManager ();
// Get texture without translation
//private:
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FTexture *operator[] (FTextureID texnum)
{
if ((unsigned)texnum.GetIndex() >= Textures.Size()) return NULL;
return Textures[texnum.GetIndex()].Texture;
}
FTexture *operator[] (const char *texname)
{
FTextureID texnum = GetTexture (texname, ETextureType::MiscPatch);
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if (!texnum.Exists()) return NULL;
return Textures[texnum.GetIndex()].Texture;
}
FTexture *ByIndex(int i)
{
if (unsigned(i) >= Textures.Size()) return NULL;
return Textures[i].Texture;
}
FTexture *FindTexture(const char *texname, ETextureType usetype = ETextureType::MiscPatch, BITFIELD flags = TEXMAN_TryAny);
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// Get texture with translation
FTexture *operator() (FTextureID texnum, bool withpalcheck=false)
{
if ((size_t)texnum.texnum >= Textures.Size()) return NULL;
int picnum = Translation[texnum.texnum];
if (withpalcheck)
{
picnum = PalCheck(picnum).GetIndex();
}
return Textures[picnum].Texture;
}
FTexture *operator() (const char *texname)
{
FTextureID texnum = GetTexture (texname, ETextureType::MiscPatch);
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if (texnum.texnum == -1) return NULL;
return Textures[Translation[texnum.texnum]].Texture;
}
FTexture *ByIndexTranslated(int i)
{
if (unsigned(i) >= Textures.Size()) return NULL;
return Textures[Translation[i]].Texture;
}
//public:
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FTextureID PalCheck(FTextureID tex);
enum
{
TEXMAN_TryAny = 1,
TEXMAN_Overridable = 2,
TEXMAN_ReturnFirst = 4,
TEXMAN_AllowSkins = 8,
TEXMAN_ShortNameOnly = 16,
TEXMAN_DontCreate = 32
};
enum
{
HIT_Wall = 1,
HIT_Flat = 2,
HIT_Sky = 4,
HIT_Sprite = 8,
HIT_Columnmode = HIT_Wall|HIT_Sky|HIT_Sprite
};
FTextureID CheckForTexture (const char *name, ETextureType usetype, BITFIELD flags=TEXMAN_TryAny);
FTextureID GetTexture (const char *name, ETextureType usetype, BITFIELD flags=0);
int ListTextures (const char *name, TArray<FTextureID> &list, bool listall = false);
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void AddTexturesLump (const void *lumpdata, int lumpsize, int deflumpnum, int patcheslump, int firstdup=0, bool texture1=false);
void AddTexturesLumps (int lump1, int lump2, int patcheslump);
void AddGroup(int wadnum, int ns, ETextureType usetype);
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void AddPatches (int lumpnum);
void AddHiresTextures (int wadnum);
void LoadTextureDefs(int wadnum, const char *lumpname);
void ParseTextureDef(int remapLump);
void ParseXTexture(FScanner &sc, ETextureType usetype);
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void SortTexturesByType(int start, int end);
bool AreTexturesCompatible (FTextureID picnum1, FTextureID picnum2);
FTextureID CreateTexture (int lumpnum, ETextureType usetype=ETextureType::Any); // Also calls AddTexture
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FTextureID AddTexture (FTexture *texture);
FTextureID GetDefaultTexture() const { return DefaultTexture; }
void LoadTextureX(int wadnum);
void AddTexturesForWad(int wadnum);
void Init();
void DeleteAll();
void SpriteAdjustChanged();
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// Replaces one texture with another. The new texture will be assigned
// the same name, slot, and use type as the texture it is replacing.
// The old texture will no longer be managed. Set free true if you want
// the old texture to be deleted or set it false if you want it to
// be left alone in memory. You will still need to delete it at some
// point, because the texture manager no longer knows about it.
// This function can be used for such things as warping textures.
void ReplaceTexture (FTextureID picnum, FTexture *newtexture, bool free);
void UnloadAll ();
int NumTextures () const { return (int)Textures.Size(); }
void UpdateAnimations (uint64_t mstime);
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int GuesstimateNumTextures ();
FSwitchDef *FindSwitch (FTextureID texture);
FDoorAnimation *FindAnimatedDoor (FTextureID picnum);
private:
// texture counting
int CountTexturesX ();
int CountLumpTextures (int lumpnum);
void AdjustSpriteOffsets();
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// Build tiles
void AddTiles (const FString &pathprefix, const void *, int translation);
//int CountBuildTiles ();
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void InitBuildTiles ();
// Animation stuff
FAnimDef *AddAnim (FAnimDef *anim);
void FixAnimations ();
void InitAnimated ();
void InitAnimDefs ();
FAnimDef *AddSimpleAnim (FTextureID picnum, int animcount, uint32_t speedmin, uint32_t speedrange=0);
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FAnimDef *AddComplexAnim (FTextureID picnum, const TArray<FAnimDef::FAnimFrame> &frames);
void ParseAnim (FScanner &sc, ETextureType usetype);
FAnimDef *ParseRangeAnim (FScanner &sc, FTextureID picnum, ETextureType usetype, bool missing);
void ParsePicAnim (FScanner &sc, FTextureID picnum, ETextureType usetype, bool missing, TArray<FAnimDef::FAnimFrame> &frames);
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void ParseWarp(FScanner &sc);
void ParseCameraTexture(FScanner &sc);
FTextureID ParseFramenum (FScanner &sc, FTextureID basepicnum, ETextureType usetype, bool allowMissing);
void ParseTime (FScanner &sc, uint32_t &min, uint32_t &max);
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FTexture *Texture(FTextureID id) { return Textures[id.GetIndex()].Texture; }
void SetTranslation (FTextureID fromtexnum, FTextureID totexnum);
void ParseAnimatedDoor(FScanner &sc);
void InitPalettedVersions();
void GenerateGlobalBrightmapFromColormap();
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// Switches
void InitSwitchList ();
void ProcessSwitchDef (FScanner &sc);
FSwitchDef *ParseSwitchDef (FScanner &sc, bool ignoreBad);
void AddSwitchPair (FSwitchDef *def1, FSwitchDef *def2);
struct TextureHash
{
FTexture *Texture;
int HashNext;
};
enum { HASH_END = -1, HASH_SIZE = 1027 };
TArray<TextureHash> Textures;
TArray<int> Translation;
int HashFirst[HASH_SIZE];
FTextureID DefaultTexture;
TArray<int> FirstTextureForFile;
TArray<TArray<uint8_t> > BuildTileData;
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TArray<FAnimDef *> mAnimations;
TArray<FSwitchDef *> mSwitchDefs;
TArray<FDoorAnimation> mAnimatedDoors;
public:
bool HasGlobalBrightmap;
FRemapTable GlobalBrightmap;
short sintable[2048]; // for texture warping
enum
{
SINMASK = 2047
};
FTextureID glLight;
FTextureID glPart2;
FTextureID glPart;
FTextureID mirrorTexture;
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};
// base class for everything that can be used as a world texture.
// This intermediate class encapsulates the buffers for the software renderer.
class FWorldTexture : public FTexture
{
protected:
uint8_t *Pixeldata[2] = { nullptr, nullptr };
Span **Spandata[2] = { nullptr, nullptr };
uint8_t PixelsAreStatic = 0; // can be set by subclasses which provide static pixel buffers.
FWorldTexture(const char *name = nullptr, int lumpnum = -1);
~FWorldTexture();
const uint8_t *GetColumn(FRenderStyle style, unsigned int column, const Span **spans_out) override;
const uint8_t *GetPixels(FRenderStyle style) override;
void Unload() override;
virtual uint8_t *MakeTexture(FRenderStyle style) = 0;
void FreeAllSpans();
};
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// A texture that doesn't really exist
class FDummyTexture : public FTexture
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{
public:
FDummyTexture ();
void SetSize (int width, int height);
};
// A texture that returns a wiggly version of another texture.
class FWarpTexture : public FWorldTexture
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{
public:
FWarpTexture (FTexture *source, int warptype);
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~FWarpTexture ();
void Unload() override;
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virtual int CopyTrueColorPixels(FBitmap *bmp, int x, int y, int rotate=0, FCopyInfo *inf = NULL) override;
virtual int CopyTrueColorTranslated(FBitmap *bmp, int x, int y, int rotate, PalEntry *remap, FCopyInfo *inf = NULL) override;
const uint32_t *GetPixelsBgra() override;
bool CheckModified (FRenderStyle) override;
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float GetSpeed() const { return Speed; }
int GetSourceLump() { return SourcePic->GetSourceLump(); }
void SetSpeed(float fac) { Speed = fac; }
uint64_t GenTime[2] = { 0, 0 };
uint64_t GenTimeBgra = 0;
float Speed = 1.f;
int WidthOffsetMultiplier, HeightOffsetMultiplier; // [mxd]
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protected:
FTexture *SourcePic;
uint8_t *MakeTexture (FRenderStyle style) override;
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int NextPo2 (int v); // [mxd]
void SetupMultipliers (int width, int height); // [mxd]
};
// A texture that can be drawn to.
class DSimpleCanvas;
class AActor;
class FCanvasTexture : public FTexture
{
public:
FCanvasTexture (const char *name, int width, int height);
~FCanvasTexture ();
const uint8_t *GetColumn(FRenderStyle style, unsigned int column, const Span **spans_out);
const uint8_t *GetPixels (FRenderStyle style);
const uint32_t *GetPixelsBgra() override;
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void Unload ();
bool CheckModified (FRenderStyle) override;
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void NeedUpdate() { bNeedsUpdate=true; }
void SetUpdated() { bNeedsUpdate = false; bDidUpdate = true; bFirstUpdate = false; }
DSimpleCanvas *GetCanvas() { return Canvas; }
DSimpleCanvas *GetCanvasBgra() { return CanvasBgra; }
bool Mipmapped() override { return false; }
void MakeTexture (FRenderStyle style);
void MakeTextureBgra ();
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protected:
DSimpleCanvas *Canvas = nullptr;
DSimpleCanvas *CanvasBgra = nullptr;
uint8_t *Pixels = nullptr;
uint32_t *PixelsBgra = nullptr;
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Span DummySpans[2];
bool bNeedsUpdate = true;
bool bDidUpdate = false;
bool bPixelsAllocated = false;
bool bPixelsAllocatedBgra = false;
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public:
bool bFirstUpdate;
friend struct FCanvasTextureInfo;
};
// A wrapper around a hardware texture, to allow using it in the 2D drawing interface.
class FWrapperTexture : public FTexture
{
public:
FWrapperTexture(int w, int h, int bits = 1);
};
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extern FTextureManager TexMan;
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);
};
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#endif