gzdoom-gles/src/textures/texture.cpp

1215 lines
30 KiB
C++
Raw Normal View History

2016-03-01 15:47:10 +00:00
/*
** texture.cpp
** The base texture class
**
**---------------------------------------------------------------------------
** Copyright 2004-2007 Randy Heit
** Copyright 2006-2018 Christoph Oelckers
2016-03-01 15:47:10 +00:00
** 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.
**---------------------------------------------------------------------------
**
**
*/
#include "doomtype.h"
#include "files.h"
#include "w_wad.h"
#include "templates.h"
#include "i_system.h"
#include "r_data/r_translate.h"
#include "bitmap.h"
#include "colormatcher.h"
#include "c_dispatch.h"
#include "v_video.h"
#include "m_fixed.h"
#include "hwrenderer/textures/hw_material.h"
#include "hwrenderer/textures/hw_ihwtexture.h"
2016-03-01 15:47:10 +00:00
FTexture *CreateBrightmapTexture(FTexture*);
// Make sprite offset adjustment user-configurable per renderer.
int r_spriteadjustSW, r_spriteadjustHW;
CUSTOM_CVAR(Int, r_spriteadjust, 2, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
{
r_spriteadjustHW = !!(self & 2);
r_spriteadjustSW = !!(self & 1);
TexMan.SpriteAdjustChanged();
}
//==========================================================================
//
//
//
//==========================================================================
2016-03-01 15:47:10 +00:00
uint8_t FTexture::GrayMap[256];
2016-03-01 15:47:10 +00:00
void FTexture::InitGrayMap()
{
for (int i = 0; i < 256; ++i)
{
GrayMap[i] = ColorMatcher.Pick(i, i, i);
2016-03-01 15:47:10 +00:00
}
}
//==========================================================================
//
//
//
//==========================================================================
typedef FTexture * (*CreateFunc)(FileReader & file, int lumpnum);
struct TexCreateInfo
{
CreateFunc TryCreate;
ETextureType usetype;
};
2018-03-11 17:32:00 +00:00
FTexture *IMGZTexture_TryCreate(FileReader &, int lumpnum);
FTexture *PNGTexture_TryCreate(FileReader &, int lumpnum);
FTexture *JPEGTexture_TryCreate(FileReader &, int lumpnum);
FTexture *DDSTexture_TryCreate(FileReader &, int lumpnum);
FTexture *PCXTexture_TryCreate(FileReader &, int lumpnum);
FTexture *TGATexture_TryCreate(FileReader &, int lumpnum);
FTexture *RawPageTexture_TryCreate(FileReader &, int lumpnum);
FTexture *FlatTexture_TryCreate(FileReader &, int lumpnum);
FTexture *PatchTexture_TryCreate(FileReader &, int lumpnum);
FTexture *EmptyTexture_TryCreate(FileReader &, int lumpnum);
FTexture *AutomapTexture_TryCreate(FileReader &, int lumpnum);
2016-03-01 15:47:10 +00:00
// Examines the lump contents to decide what type of texture to create,
// and creates the texture.
FTexture * FTexture::CreateTexture (int lumpnum, ETextureType usetype)
2016-03-01 15:47:10 +00:00
{
static TexCreateInfo CreateInfo[]={
{ IMGZTexture_TryCreate, ETextureType::Any },
{ PNGTexture_TryCreate, ETextureType::Any },
{ JPEGTexture_TryCreate, ETextureType::Any },
{ DDSTexture_TryCreate, ETextureType::Any },
{ PCXTexture_TryCreate, ETextureType::Any },
{ TGATexture_TryCreate, ETextureType::Any },
{ RawPageTexture_TryCreate, ETextureType::MiscPatch },
{ FlatTexture_TryCreate, ETextureType::Flat },
{ PatchTexture_TryCreate, ETextureType::Any },
{ EmptyTexture_TryCreate, ETextureType::Any },
{ AutomapTexture_TryCreate, ETextureType::MiscPatch },
2016-03-01 15:47:10 +00:00
};
if (lumpnum == -1) return NULL;
auto data = Wads.OpenLumpReader (lumpnum);
2016-03-01 15:47:10 +00:00
for(size_t i = 0; i < countof(CreateInfo); i++)
{
if ((CreateInfo[i].usetype == usetype || CreateInfo[i].usetype == ETextureType::Any))
2016-03-01 15:47:10 +00:00
{
FTexture * tex = CreateInfo[i].TryCreate(data, lumpnum);
if (tex != NULL)
{
tex->UseType = usetype;
if (usetype == ETextureType::Flat)
2016-03-01 15:47:10 +00:00
{
int w = tex->GetWidth();
int h = tex->GetHeight();
// Auto-scale flats with dimensions 128x128 and 256x256.
// In hindsight, a bad idea, but RandomLag made it sound better than it really is.
// Now we're stuck with this stupid behaviour.
if (w==128 && h==128)
{
2016-03-26 12:37:44 +00:00
tex->Scale.X = tex->Scale.Y = 2;
2016-03-01 15:47:10 +00:00
tex->bWorldPanning = true;
}
else if (w==256 && h==256)
{
2016-03-26 12:37:44 +00:00
tex->Scale.X = tex->Scale.Y = 4;
2016-03-01 15:47:10 +00:00
tex->bWorldPanning = true;
}
}
return tex;
}
}
}
return NULL;
}
FTexture * FTexture::CreateTexture (const char *name, int lumpnum, ETextureType usetype)
2016-03-01 15:47:10 +00:00
{
FTexture *tex = CreateTexture(lumpnum, usetype);
if (tex != NULL && name != NULL) {
tex->Name = name;
tex->Name.ToUpper();
}
return tex;
}
//==========================================================================
//
//
//
//==========================================================================
2016-03-01 15:47:10 +00:00
FTexture::FTexture (const char *name, int lumpnum)
:
Scale(1,1), SourceLump(lumpnum),
UseType(ETextureType::Any), bNoDecals(false), bNoRemap0(false), bWorldPanning(false),
bMasked(true), bAlphaTexture(false), bHasCanvas(false), bWarped(0), bComplex(false), bMultiPatch(false), bKeepAround(false), bFullNameTexture(false),
Rotations(0xFFFF), SkyOffset(0), Width(0), Height(0)
2016-03-01 15:47:10 +00:00
{
bBrightmapChecked = false;
bGlowing = false;
bAutoGlowing = false;
bFullbright = false;
bDisableFullbright = false;
bSkybox = false;
bNoCompress = false;
bNoExpand = false;
bTranslucent = -1;
_LeftOffset[0] = _LeftOffset[1] = _TopOffset[0] = _TopOffset[1] = 0;
2016-03-01 15:47:10 +00:00
id.SetInvalid();
if (name != NULL)
{
Name = name;
Name.ToUpper();
}
else if (lumpnum < 0)
{
Name = FString();
}
else
{
Wads.GetLumpName (Name, lumpnum);
}
}
FTexture::~FTexture ()
{
FTexture *link = Wads.GetLinkedTexture(SourceLump);
if (link == this) Wads.SetLinkedTexture(SourceLump, nullptr);
if (areas != nullptr) delete[] areas;
areas = nullptr;
for (int i = 0; i < 2; i++)
{
if (Material[i] != nullptr) delete Material[i];
Material[i] = nullptr;
if (SystemTexture[i] != nullptr) delete SystemTexture[i];
SystemTexture[i] = nullptr;
}
2016-03-01 15:47:10 +00:00
}
void FTexture::Unload()
{
}
//==========================================================================
//
//
//
//==========================================================================
2016-03-01 15:47:10 +00:00
FTextureFormat FTexture::GetFormat()
{
return TEX_Pal;
}
void FTexture::SetFrontSkyLayer ()
{
bNoRemap0 = true;
}
//==========================================================================
//
//
//
//==========================================================================
void FTexture::CopyToBlock (uint8_t *dest, int dwidth, int dheight, int xpos, int ypos, int rotate, const uint8_t *translation, FRenderStyle style)
2016-03-01 15:47:10 +00:00
{
const uint8_t *pixels = GetPixels(style);
2016-03-01 15:47:10 +00:00
int srcwidth = Width;
int srcheight = Height;
int step_x = Height;
int step_y = 1;
FClipRect cr = {0, 0, dwidth, dheight};
if (style.Flags & STYLEF_RedIsAlpha) translation = nullptr; // do not apply translations to alpha textures.
2016-03-01 15:47:10 +00:00
if (ClipCopyPixelRect(&cr, xpos, ypos, pixels, srcwidth, srcheight, step_x, step_y, rotate))
{
dest += ypos + dheight * xpos;
if (translation == NULL)
{
for (int x = 0; x < srcwidth; x++)
{
int pos = x * dheight;
for (int y = 0; y < srcheight; y++, pos++)
{
// the optimizer is doing a good enough job here so there's no need to optimize this by hand
uint8_t v = pixels[y * step_y + x * step_x];
2016-03-01 15:47:10 +00:00
if (v != 0) dest[pos] = v;
}
}
}
else
{
for (int x = 0; x < srcwidth; x++)
{
int pos = x * dheight;
for (int y = 0; y < srcheight; y++, pos++)
{
uint8_t v = pixels[y * step_y + x * step_x];
2016-03-01 15:47:10 +00:00
if (v != 0) dest[pos] = translation[v];
}
}
}
}
}
//==========================================================================
//
2016-03-01 15:47:10 +00:00
// Converts a texture between row-major and column-major format
// by flipping it about the X=Y axis.
//
//==========================================================================
2016-03-01 15:47:10 +00:00
void FTexture::FlipSquareBlock (uint8_t *block, int x, int y)
2016-03-01 15:47:10 +00:00
{
int i, j;
if (x != y) return;
for (i = 0; i < x; ++i)
{
uint8_t *corner = block + x*i + i;
2016-03-01 15:47:10 +00:00
int count = x - i;
if (count & 1)
{
count--;
swapvalues<uint8_t> (corner[count], corner[count*x]);
2016-03-01 15:47:10 +00:00
}
for (j = 0; j < count; j += 2)
{
swapvalues<uint8_t> (corner[j], corner[j*x]);
swapvalues<uint8_t> (corner[j+1], corner[(j+1)*x]);
2016-03-01 15:47:10 +00:00
}
}
}
void FTexture::FlipSquareBlockBgra(uint32_t *block, int x, int y)
{
int i, j;
if (x != y) return;
for (i = 0; i < x; ++i)
{
uint32_t *corner = block + x*i + i;
int count = x - i;
if (count & 1)
{
count--;
swapvalues<uint32_t>(corner[count], corner[count*x]);
}
for (j = 0; j < count; j += 2)
{
swapvalues<uint32_t>(corner[j], corner[j*x]);
swapvalues<uint32_t>(corner[j + 1], corner[(j + 1)*x]);
}
}
}
void FTexture::FlipSquareBlockRemap (uint8_t *block, int x, int y, const uint8_t *remap)
2016-03-01 15:47:10 +00:00
{
int i, j;
uint8_t t;
2016-03-01 15:47:10 +00:00
if (x != y) return;
for (i = 0; i < x; ++i)
{
uint8_t *corner = block + x*i + i;
2016-03-01 15:47:10 +00:00
int count = x - i;
if (count & 1)
{
count--;
t = remap[corner[count]];
corner[count] = remap[corner[count*x]];
corner[count*x] = t;
}
for (j = 0; j < count; j += 2)
{
t = remap[corner[j]];
corner[j] = remap[corner[j*x]];
corner[j*x] = t;
t = remap[corner[j+1]];
corner[j+1] = remap[corner[(j+1)*x]];
corner[(j+1)*x] = t;
}
}
}
void FTexture::FlipNonSquareBlock (uint8_t *dst, const uint8_t *src, int x, int y, int srcpitch)
2016-03-01 15:47:10 +00:00
{
int i, j;
for (i = 0; i < x; ++i)
{
for (j = 0; j < y; ++j)
{
dst[i*y+j] = src[i+j*srcpitch];
}
}
}
void FTexture::FlipNonSquareBlockBgra(uint32_t *dst, const uint32_t *src, int x, int y, int srcpitch)
{
int i, j;
for (i = 0; i < x; ++i)
{
for (j = 0; j < y; ++j)
{
dst[i*y + j] = src[i + j*srcpitch];
}
}
}
void FTexture::FlipNonSquareBlockRemap (uint8_t *dst, const uint8_t *src, int x, int y, int srcpitch, const uint8_t *remap)
2016-03-01 15:47:10 +00:00
{
int i, j;
for (i = 0; i < x; ++i)
{
for (j = 0; j < y; ++j)
{
dst[i*y+j] = remap[src[i+j*srcpitch]];
}
}
}
//==========================================================================
//
//
//
//==========================================================================
void FTexture::FillBuffer(uint8_t *buff, int pitch, int height, FTextureFormat fmt)
2016-03-01 15:47:10 +00:00
{
const uint8_t *pix;
2016-03-01 15:47:10 +00:00
int x, y, w, h, stride;
w = GetWidth();
h = GetHeight();
switch (fmt)
{
case TEX_Pal:
case TEX_Gray:
pix = GetPixels(fmt == TEX_Pal? DefaultRenderStyle() : LegacyRenderStyles[STYLE_Shaded]);
2016-03-01 15:47:10 +00:00
stride = pitch - w;
for (y = 0; y < h; ++y)
{
const uint8_t *pix2 = pix;
2016-03-01 15:47:10 +00:00
for (x = 0; x < w; ++x)
{
*buff++ = *pix2;
pix2 += h;
}
pix++;
buff += stride;
}
break;
case TEX_RGB:
{
FCopyInfo inf = {OP_OVERWRITE, BLEND_NONE, {0}, 0, 0};
FBitmap bmp(buff, pitch, pitch/4, height);
CopyTrueColorPixels(&bmp, 0, 0, 0, &inf);
break;
}
default:
I_Error("FTexture::FillBuffer: Unsupported format %d", fmt);
}
}
//===========================================================================
//
// FTexture::CopyTrueColorPixels
//
// this is the generic case that can handle
// any properly implemented texture for software rendering.
// Its drawback is that it is limited to the base palette which is
// why all classes that handle different palettes should subclass this
// method
//
//===========================================================================
int FTexture::CopyTrueColorPixels(FBitmap *bmp, int x, int y, int rotate, FCopyInfo *inf)
{
PalEntry *palette = screen->GetPalette();
for(int i=1;i<256;i++) palette[i].a = 255; // set proper alpha values
bmp->CopyPixelData(x, y, GetPixels(DefaultRenderStyle()), Width, Height, Height, 1, rotate, palette, inf);
2016-03-01 15:47:10 +00:00
for(int i=1;i<256;i++) palette[i].a = 0;
return 0;
}
int FTexture::CopyTrueColorTranslated(FBitmap *bmp, int x, int y, int rotate, PalEntry *remap, FCopyInfo *inf)
2016-03-01 15:47:10 +00:00
{
bmp->CopyPixelData(x, y, GetPixels(DefaultRenderStyle()), Width, Height, Height, 1, rotate, remap, inf);
2016-03-01 15:47:10 +00:00
return 0;
}
//==========================================================================
//
//
//
//==========================================================================
bool FTexture::UseBasePalette()
2016-03-01 15:47:10 +00:00
{
return true;
}
FTexture *FTexture::GetRedirect()
2016-03-01 15:47:10 +00:00
{
return this;
}
FTexture *FTexture::GetRawTexture()
{
return this;
}
void FTexture::SetScaledSize(int fitwidth, int fitheight)
{
2016-03-26 12:37:44 +00:00
Scale.X = double(Width) / fitwidth;
Scale.Y =double(Height) / fitheight;
2016-03-01 15:47:10 +00:00
// compensate for roundoff errors
2016-03-26 12:37:44 +00:00
if (int(Scale.X * fitwidth) != Width) Scale.X += (1 / 65536.);
if (int(Scale.Y * fitheight) != Height) Scale.Y += (1 / 65536.);
2016-03-01 15:47:10 +00:00
}
//===========================================================================
//
// Gets the average color of a texture for use as a sky cap color
//
//===========================================================================
PalEntry FTexture::averageColor(const uint32_t *data, int size, int maxout)
{
int i;
unsigned int r, g, b;
// First clear them.
r = g = b = 0;
if (size == 0)
{
return PalEntry(255, 255, 255);
}
for (i = 0; i < size; i++)
{
b += BPART(data[i]);
g += GPART(data[i]);
r += RPART(data[i]);
}
r = r / size;
g = g / size;
b = b / size;
int maxv = MAX(MAX(r, g), b);
if (maxv && maxout)
{
r = ::Scale(r, maxout, maxv);
g = ::Scale(g, maxout, maxv);
b = ::Scale(b, maxout, maxv);
}
return PalEntry(255, r, g, b);
}
PalEntry FTexture::GetSkyCapColor(bool bottom)
{
if (!bSWSkyColorDone)
{
bSWSkyColorDone = true;
FBitmap bitmap;
bitmap.Create(GetWidth(), GetHeight());
CopyTrueColorPixels(&bitmap, 0, 0);
int w = GetWidth();
int h = GetHeight();
const uint32_t *buffer = (const uint32_t *)bitmap.GetPixels();
if (buffer)
{
CeilingSkyColor = averageColor((uint32_t *)buffer, w * MIN(30, h), 0);
if (h>30)
{
FloorSkyColor = averageColor(((uint32_t *)buffer) + (h - 30)*w, w * 30, 0);
}
else FloorSkyColor = CeilingSkyColor;
}
}
return bottom ? FloorSkyColor : CeilingSkyColor;
}
//====================================================================
//
// CheckRealHeight
//
// Checks the posts in a texture and returns the lowest row (plus one)
// of the texture that is actually used.
//
//====================================================================
int FTexture::CheckRealHeight()
{
auto pixels = GetPixels(DefaultRenderStyle());
for(int h = GetHeight()-1; h>= 0; h--)
{
for(int w = 0; w < GetWidth(); w++)
{
if (pixels[h + w * GetHeight()] != 0)
{
// Scale maxy before returning it
h = int((h * 2) / Scale.Y);
h = (h >> 1) + (h & 1);
return h;
}
}
}
return 0;
}
//==========================================================================
//
// Search auto paths for extra material textures
//
//==========================================================================
void FTexture::AddAutoMaterials()
{
struct AutoTextureSearchPath
{
const char *path;
FTexture *FTexture::*pointer;
};
static AutoTextureSearchPath autosearchpaths[] =
{
{ "brightmaps/", &FTexture::Brightmap }, // For backwards compatibility, only for short names
{ "materials/brightmaps/", &FTexture::Brightmap },
{ "materials/normalmaps/", &FTexture::Normal },
{ "materials/specular/", &FTexture::Specular },
{ "materials/metallic/", &FTexture::Metallic },
{ "materials/roughness/", &FTexture::Roughness },
{ "materials/ao/", &FTexture::AmbientOcclusion }
};
int startindex = bFullNameTexture ? 1 : 0;
FString searchname = Name;
if (bFullNameTexture)
{
auto dot = searchname.LastIndexOf('.');
auto slash = searchname.LastIndexOf('/');
if (dot > slash) searchname.Truncate(dot);
}
for (size_t i = 0; i < countof(autosearchpaths); i++)
{
auto &layer = autosearchpaths[i];
if (this->*(layer.pointer) == nullptr) // only if no explicit assignment had been done.
{
FStringf lookup("%s%s%s", layer.path, bFullNameTexture ? "" : "auto/", searchname.GetChars());
auto lump = Wads.CheckNumForFullName(lookup, false, ns_global, true);
if (lump != -1)
{
auto bmtex = TexMan.FindTexture(Wads.GetLumpFullName(lump), ETextureType::Any, FTextureManager::TEXMAN_TryAny);
if (bmtex != nullptr)
{
bmtex->bMasked = false;
this->*(layer.pointer) = bmtex;
}
}
}
}
}
//===========================================================================
//
// Checks if the texture has a default brightmap and creates it if so
//
//===========================================================================
void FTexture::CreateDefaultBrightmap()
{
if (!bBrightmapChecked)
{
// Check for brightmaps
if (UseBasePalette() && TexMan.HasGlobalBrightmap &&
UseType != ETextureType::Decal && UseType != ETextureType::MiscPatch && UseType != ETextureType::FontChar &&
Brightmap == NULL && bWarped == 0 &&
GetPixels(DefaultRenderStyle())
)
{
// May have one - let's check when we use this texture
const uint8_t *texbuf = GetPixels(DefaultRenderStyle());
const int white = ColorMatcher.Pick(255, 255, 255);
int size = GetWidth() * GetHeight();
for (int i = 0; i<size; i++)
{
if (TexMan.GlobalBrightmap.Remap[texbuf[i]] == white)
{
// Create a brightmap
DPrintf(DMSG_NOTIFY, "brightmap created for texture '%s'\n", Name.GetChars());
Brightmap = CreateBrightmapTexture(this);
bBrightmapChecked = true;
TexMan.AddTexture(Brightmap);
return;
}
}
// No bright pixels found
DPrintf(DMSG_SPAMMY, "No bright pixels found in texture '%s'\n", Name.GetChars());
bBrightmapChecked = 1;
}
else
{
// does not have one so set the flag to 'done'
bBrightmapChecked = 1;
}
}
}
//==========================================================================
//
// Calculates glow color for a texture
//
//==========================================================================
void FTexture::GetGlowColor(float *data)
{
if (bGlowing && GlowColor == 0)
{
int w = Width, h = Height;
auto buffer = new uint8_t[w * h * 4];
if (buffer)
{
FillBuffer(buffer, w * 4, h, TEX_RGB);
GlowColor = averageColor((uint32_t *)buffer, w*h, 153);
delete[] buffer;
}
// Black glow equals nothing so switch glowing off
if (GlowColor == 0) bGlowing = false;
}
data[0] = GlowColor.r / 255.0f;
data[1] = GlowColor.g / 255.0f;
data[2] = GlowColor.b / 255.0f;
}
//===========================================================================
//
// Finds gaps in the texture which can be skipped by the renderer
// This was mainly added to speed up one area in E4M6 of 007LTSD
//
//===========================================================================
bool FTexture::FindHoles(const unsigned char * buffer, int w, int h)
{
const unsigned char * li;
int y, x;
int startdraw, lendraw;
int gaps[5][2];
int gapc = 0;
// already done!
if (areacount) return false;
if (UseType == ETextureType::Flat) return false; // flats don't have transparent parts
areacount = -1; //whatever happens next, it shouldn't be done twice!
// large textures are excluded for performance reasons
if (h>512) return false;
startdraw = -1;
lendraw = 0;
for (y = 0; y<h; y++)
{
li = buffer + w * y * 4 + 3;
for (x = 0; x<w; x++, li += 4)
{
if (*li != 0) break;
}
if (x != w)
{
// non - transparent
if (startdraw == -1)
{
startdraw = y;
// merge transparent gaps of less than 16 pixels into the last drawing block
if (gapc && y <= gaps[gapc - 1][0] + gaps[gapc - 1][1] + 16)
{
gapc--;
startdraw = gaps[gapc][0];
lendraw = y - startdraw;
}
if (gapc == 4) return false; // too many splits - this isn't worth it
}
lendraw++;
}
else if (startdraw != -1)
{
if (lendraw == 1) lendraw = 2;
gaps[gapc][0] = startdraw;
gaps[gapc][1] = lendraw;
gapc++;
startdraw = -1;
lendraw = 0;
}
}
if (startdraw != -1)
{
gaps[gapc][0] = startdraw;
gaps[gapc][1] = lendraw;
gapc++;
}
if (startdraw == 0 && lendraw == h) return false; // nothing saved so don't create a split list
if (gapc > 0)
{
FloatRect * rcs = new FloatRect[gapc];
for (x = 0; x < gapc; x++)
{
// gaps are stored as texture (u/v) coordinates
rcs[x].width = rcs[x].left = -1.0f;
rcs[x].top = (float)gaps[x][0] / (float)h;
rcs[x].height = (float)gaps[x][1] / (float)h;
}
areas = rcs;
}
else areas = nullptr;
areacount = gapc;
return true;
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
void FTexture::CheckTrans(unsigned char * buffer, int size, int trans)
{
if (bTranslucent == -1)
{
bTranslucent = trans;
if (trans == -1)
{
uint32_t * dwbuf = (uint32_t*)buffer;
for (int i = 0; i<size; i++)
{
uint32_t alpha = dwbuf[i] >> 24;
if (alpha != 0xff && alpha != 0)
{
bTranslucent = 1;
return;
}
}
bTranslucent = 0;
}
}
}
//===========================================================================
//
// smooth the edges of transparent fields in the texture
//
//===========================================================================
#ifdef WORDS_BIGENDIAN
#define MSB 0
#define SOME_MASK 0xffffff00
#else
#define MSB 3
#define SOME_MASK 0x00ffffff
#endif
#define CHKPIX(ofs) (l1[(ofs)*4+MSB]==255 ? (( ((uint32_t*)l1)[0] = ((uint32_t*)l1)[ofs]&SOME_MASK), trans=true ) : false)
bool FTexture::SmoothEdges(unsigned char * buffer, int w, int h)
{
int x, y;
bool trans = buffer[MSB] == 0; // If I set this to false here the code won't detect textures
// that only contain transparent pixels.
bool semitrans = false;
unsigned char * l1;
if (h <= 1 || w <= 1) return false; // makes (a) no sense and (b) doesn't work with this code!
l1 = buffer;
if (l1[MSB] == 0 && !CHKPIX(1)) CHKPIX(w);
else if (l1[MSB]<255) semitrans = true;
l1 += 4;
for (x = 1; x<w - 1; x++, l1 += 4)
{
if (l1[MSB] == 0 && !CHKPIX(-1) && !CHKPIX(1)) CHKPIX(w);
else if (l1[MSB]<255) semitrans = true;
}
if (l1[MSB] == 0 && !CHKPIX(-1)) CHKPIX(w);
else if (l1[MSB]<255) semitrans = true;
l1 += 4;
for (y = 1; y<h - 1; y++)
{
if (l1[MSB] == 0 && !CHKPIX(-w) && !CHKPIX(1)) CHKPIX(w);
else if (l1[MSB]<255) semitrans = true;
l1 += 4;
for (x = 1; x<w - 1; x++, l1 += 4)
{
if (l1[MSB] == 0 && !CHKPIX(-w) && !CHKPIX(-1) && !CHKPIX(1) && !CHKPIX(-w - 1) && !CHKPIX(-w + 1) && !CHKPIX(w - 1) && !CHKPIX(w + 1)) CHKPIX(w);
else if (l1[MSB]<255) semitrans = true;
}
if (l1[MSB] == 0 && !CHKPIX(-w) && !CHKPIX(-1)) CHKPIX(w);
else if (l1[MSB]<255) semitrans = true;
l1 += 4;
}
if (l1[MSB] == 0 && !CHKPIX(-w)) CHKPIX(1);
else if (l1[MSB]<255) semitrans = true;
l1 += 4;
for (x = 1; x<w - 1; x++, l1 += 4)
{
if (l1[MSB] == 0 && !CHKPIX(-w) && !CHKPIX(-1)) CHKPIX(1);
else if (l1[MSB]<255) semitrans = true;
}
if (l1[MSB] == 0 && !CHKPIX(-w)) CHKPIX(-1);
else if (l1[MSB]<255) semitrans = true;
return trans || semitrans;
}
//===========================================================================
//
// Post-process the texture data after the buffer has been created
//
//===========================================================================
bool FTexture::ProcessData(unsigned char * buffer, int w, int h, bool ispatch)
{
if (bMasked)
{
bMasked = SmoothEdges(buffer, w, h);
if (!bMasked)
{
auto stex = GetRedirect();
stex->bMasked = false; // also clear in the base texture if there is a redirection.
}
if (bMasked && !ispatch) FindHoles(buffer, w, h);
}
return true;
}
//===========================================================================
//
// Initializes the buffer for the texture data
//
//===========================================================================
unsigned char * FTexture::CreateTexBuffer(int translation, int & w, int & h, int flags)
{
unsigned char * buffer = nullptr;
int W, H;
int isTransparent = -1;
if (flags & CTF_CheckHires)
{
buffer = LoadHiresTexture(&w, &h);
if (buffer != nullptr)
return buffer;
}
int exx = !!(flags & CTF_Expand);
W = w = GetWidth() + 2 * exx;
H = h = GetHeight() + 2 * exx;
buffer = new unsigned char[W*(H + 1) * 4];
memset(buffer, 0, W * (H + 1) * 4);
FBitmap bmp(buffer, W * 4, W, H);
if (translation <= 0)
{
int trans = CopyTrueColorPixels(&bmp, exx, exx, 0, nullptr);
CheckTrans(buffer, W*H, trans);
isTransparent = bTranslucent;
}
else
{
// When using translations everything must be mapped to the base palette.
// so use CopyTrueColorTranslated
CopyTrueColorTranslated(&bmp, exx, exx, 0, FUniquePalette::GetPalette(translation));
isTransparent = 0;
// This is not conclusive for setting the texture's transparency info.
}
if (flags & CTF_ProcessData)
{
buffer = CreateUpsampledTextureBuffer(buffer, W, H, w, h, !!isTransparent);
ProcessData(buffer, w, h, false);
}
return buffer;
}
//===========================================================================
//
// Dummy texture for the 0-entry.
//
//===========================================================================
bool FTexture::GetTranslucency()
{
if (bTranslucent == -1)
{
if (!bHasCanvas)
{
int w, h;
unsigned char *buffer = CreateTexBuffer(0, w, h);
delete[] buffer;
}
else
{
bTranslucent = 0;
}
}
return !!bTranslucent;
}
//===========================================================================
//
// Sprite adjust has changed.
// This needs to alter the material's sprite rect.
//
//===========================================================================
void FTexture::SetSpriteAdjust()
{
for (auto mat : Material)
{
if (mat != nullptr) mat->SetSpriteRect();
}
}
//===========================================================================
//
// empty stubs to be overloaded by child classes.
//
//===========================================================================
const uint8_t *FTexture::GetPixels(FRenderStyle style)
{
return nullptr;
}
//===========================================================================
//
// Dummy texture for the 0-entry.
//
//===========================================================================
2016-03-01 15:47:10 +00:00
FDummyTexture::FDummyTexture ()
{
Width = 64;
Height = 64;
UseType = ETextureType::Null;
2016-03-01 15:47:10 +00:00
}
void FDummyTexture::SetSize (int width, int height)
{
Width = width;
Height = height;
}
//==========================================================================
//
//
//
//==========================================================================
FWrapperTexture::FWrapperTexture(int w, int h, int bits)
{
Width = w;
Height = h;
Format = bits;
UseType = ETextureType::SWCanvas;
bNoCompress = true;
SystemTexture[0] = screen->CreateHardwareTexture(this);
}
//===========================================================================
//
// Coordinate helper.
// The only reason this is even needed is that many years ago someone
// was convinced that having per-texel panning on walls was a good idea.
// If it wasn't for this relatively useless feature the entire positioning
// code for wall textures could be a lot simpler.
//
//===========================================================================
//===========================================================================
//
//
//
//===========================================================================
float FTexCoordInfo::RowOffset(float rowoffset) const
{
float tscale = fabs(mTempScale.Y);
float scale = fabs(mScale.Y);
if (tscale == 1.f)
{
if (scale == 1.f || mWorldPanning) return rowoffset;
else return rowoffset / scale;
}
else
{
if (mWorldPanning) return rowoffset / tscale;
else return rowoffset / scale;
}
}
//===========================================================================
//
//
//
//===========================================================================
float FTexCoordInfo::TextureOffset(float textureoffset) const
{
float tscale = fabs(mTempScale.X);
float scale = fabs(mScale.X);
if (tscale == 1.f)
{
if (scale == 1.f || mWorldPanning) return textureoffset;
else return textureoffset / scale;
}
else
{
if (mWorldPanning) return textureoffset / tscale;
else return textureoffset / scale;
}
}
//===========================================================================
//
// Returns the size for which texture offset coordinates are used.
//
//===========================================================================
float FTexCoordInfo::TextureAdjustWidth() const
{
if (mWorldPanning)
{
float tscale = fabs(mTempScale.X);
if (tscale == 1.f) return (float)mRenderWidth;
else return mWidth / fabs(tscale);
}
else return (float)mWidth;
}
//===========================================================================
//
// Retrieve texture coordinate info for per-wall scaling
//
//===========================================================================
void FTexCoordInfo::GetFromTexture(FTexture *tex, float x, float y)
{
if (x == 1.f)
{
mRenderWidth = tex->GetScaledWidth();
mScale.X = (float)tex->Scale.X;
mTempScale.X = 1.f;
}
else
{
float scale_x = x * (float)tex->Scale.X;
mRenderWidth = xs_CeilToInt(tex->GetWidth() / scale_x);
mScale.X = scale_x;
mTempScale.X = x;
}
if (y == 1.f)
{
mRenderHeight = tex->GetScaledHeight();
mScale.Y = (float)tex->Scale.Y;
mTempScale.Y = 1.f;
}
else
{
float scale_y = y * (float)tex->Scale.Y;
mRenderHeight = xs_CeilToInt(tex->GetHeight() / scale_y);
mScale.Y = scale_y;
mTempScale.Y = y;
}
if (tex->bHasCanvas)
{
mScale.Y = -mScale.Y;
mRenderHeight = -mRenderHeight;
}
mWorldPanning = tex->bWorldPanning;
mWidth = tex->GetWidth();
}