/* ** texture.cpp ** The base texture class ** **--------------------------------------------------------------------------- ** Copyright 2004-2007 Randy Heit ** Copyright 2006-2018 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. **--------------------------------------------------------------------------- ** ** */ #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 "textures/textures.h" #include "v_palette.h" 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(); } //========================================================================== // // // //========================================================================== uint8_t FTexture::GrayMap[256]; void FTexture::InitGrayMap() { for (int i = 0; i < 256; ++i) { GrayMap[i] = ColorMatcher.Pick(i, i, i); } } //========================================================================== // // // //========================================================================== typedef FTexture * (*CreateFunc)(FileReader & file, int lumpnum); struct TexCreateInfo { CreateFunc TryCreate; ETextureType usetype; }; 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); // Examines the lump contents to decide what type of texture to create, // and creates the texture. FTexture * FTexture::CreateTexture (int lumpnum, ETextureType usetype) { 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 }, }; if (lumpnum == -1) return NULL; auto data = Wads.OpenLumpReader (lumpnum); for(size_t i = 0; i < countof(CreateInfo); i++) { if ((CreateInfo[i].usetype == usetype || CreateInfo[i].usetype == ETextureType::Any)) { FTexture * tex = CreateInfo[i].TryCreate(data, lumpnum); if (tex != NULL) { tex->UseType = usetype; if (usetype == ETextureType::Flat) { 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) { tex->Scale.X = tex->Scale.Y = 2; tex->bWorldPanning = true; } else if (w==256 && h==256) { tex->Scale.X = tex->Scale.Y = 4; tex->bWorldPanning = true; } } return tex; } } } return NULL; } FTexture * FTexture::CreateTexture (const char *name, int lumpnum, ETextureType usetype) { FTexture *tex = CreateTexture(lumpnum, usetype); if (tex != NULL && name != NULL) { tex->Name = name; tex->Name.ToUpper(); } return tex; } //========================================================================== // // // //========================================================================== FTexture::FTexture (const char *name, int lumpnum) : WidthBits(0), HeightBits(0), 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), WidthMask(0) { bBrightmapChecked = false; bGlowing = false; bTranslucent = -1; _LeftOffset[0] = _LeftOffset[1] = _TopOffset[0] = _TopOffset[1] = 0; 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; } void FTexture::Unload() { PixelsBgra = std::vector(); } //========================================================================== // // // //========================================================================== const uint32_t *FTexture::GetColumnBgra(unsigned int column, const Span **spans_out) { const uint32_t *pixels = GetPixelsBgra(); if (pixels == nullptr) return nullptr; column %= Width; if (spans_out != nullptr) GetColumn(DefaultRenderStyle(), column, spans_out); // This isn't the right way to create the spans. return pixels + column * Height; } const uint32_t *FTexture::GetPixelsBgra() { if (PixelsBgra.empty() || CheckModified(DefaultRenderStyle())) { if (!GetColumn(DefaultRenderStyle(), 0, nullptr)) return nullptr; FBitmap bitmap; bitmap.Create(GetWidth(), GetHeight()); CopyTrueColorPixels(&bitmap, 0, 0); GenerateBgraFromBitmap(bitmap); } return PixelsBgra.data(); } //========================================================================== // // // //========================================================================== bool FTexture::CheckModified (FRenderStyle) { return false; } FTextureFormat FTexture::GetFormat() { return TEX_Pal; } void FTexture::SetFrontSkyLayer () { bNoRemap0 = true; } //========================================================================== // // // //========================================================================== void FTexture::CalcBitSize () { // WidthBits is rounded down, and HeightBits is rounded up int i; for (i = 0; (1 << i) < Width; ++i) { } WidthBits = i; // Having WidthBits that would allow for columns past the end of the // texture is not allowed, even if it means the entire texture is // not drawn. if (Width < (1 << WidthBits)) { WidthBits--; } WidthMask = (1 << WidthBits) - 1; //
The minimum height is 2, because we cannot shift right 32 bits. // Scratch that. Somebody actually made a 1x1 texture, so now we have to handle it. for (i = 0; (1 << i) < Height; ++i) { } HeightBits = i; } //========================================================================== // // // //========================================================================== FTexture::Span **FTexture::CreateSpans (const uint8_t *pixels) const { Span **spans, *span; if (!bMasked) { // Texture does not have holes, so it can use a simpler span structure spans = (Span **)M_Malloc (sizeof(Span*)*Width + sizeof(Span)*2); span = (Span *)&spans[Width]; for (int x = 0; x < Width; ++x) { spans[x] = span; } span[0].Length = Height; span[0].TopOffset = 0; span[1].Length = 0; span[1].TopOffset = 0; } else { // Texture might have holes, so build a complete span structure int numcols = Width; int numrows = Height; int numspans = numcols; // One span to terminate each column const uint8_t *data_p; bool newspan; int x, y; data_p = pixels; // Count the number of spans in this texture for (x = numcols; x > 0; --x) { newspan = true; for (y = numrows; y > 0; --y) { if (*data_p++ == 0) { if (!newspan) { newspan = true; } } else if (newspan) { newspan = false; numspans++; } } } // Allocate space for the spans spans = (Span **)M_Malloc (sizeof(Span*)*numcols + sizeof(Span)*numspans); // Fill in the spans for (x = 0, span = (Span *)&spans[numcols], data_p = pixels; x < numcols; ++x) { newspan = true; spans[x] = span; for (y = 0; y < numrows; ++y) { if (*data_p++ == 0) { if (!newspan) { newspan = true; span++; } } else { if (newspan) { newspan = false; span->TopOffset = y; span->Length = 1; } else { span->Length++; } } } if (!newspan) { span++; } span->TopOffset = 0; span->Length = 0; span++; } } return spans; } void FTexture::FreeSpans (Span **spans) const { M_Free (spans); } //========================================================================== // // // //========================================================================== void FTexture::GenerateBgraFromBitmap(const FBitmap &bitmap) { CreatePixelsBgraWithMipmaps(); // Transpose const uint32_t *src = (const uint32_t *)bitmap.GetPixels(); uint32_t *dest = PixelsBgra.data(); for (int x = 0; x < Width; x++) { for (int y = 0; y < Height; y++) { dest[y + x * Height] = src[x + y * Width]; } } GenerateBgraMipmaps(); } void FTexture::CreatePixelsBgraWithMipmaps() { int levels = MipmapLevels(); int buffersize = 0; for (int i = 0; i < levels; i++) { int w = MAX(Width >> i, 1); int h = MAX(Height >> i, 1); buffersize += w * h; } PixelsBgra.resize(buffersize, 0xffff0000); } int FTexture::MipmapLevels() const { int widthbits = 0; while ((Width >> widthbits) != 0) widthbits++; int heightbits = 0; while ((Height >> heightbits) != 0) heightbits++; return MAX(widthbits, heightbits); } //========================================================================== // // // //========================================================================== void FTexture::GenerateBgraMipmaps() { struct Color4f { float a, r, g, b; Color4f operator*(const Color4f &v) const { return Color4f{ a * v.a, r * v.r, g * v.g, b * v.b }; } Color4f operator/(const Color4f &v) const { return Color4f{ a / v.a, r / v.r, g / v.g, b / v.b }; } Color4f operator+(const Color4f &v) const { return Color4f{ a + v.a, r + v.r, g + v.g, b + v.b }; } Color4f operator-(const Color4f &v) const { return Color4f{ a - v.a, r - v.r, g - v.g, b - v.b }; } Color4f operator*(float s) const { return Color4f{ a * s, r * s, g * s, b * s }; } Color4f operator/(float s) const { return Color4f{ a / s, r / s, g / s, b / s }; } Color4f operator+(float s) const { return Color4f{ a + s, r + s, g + s, b + s }; } Color4f operator-(float s) const { return Color4f{ a - s, r - s, g - s, b - s }; } }; int levels = MipmapLevels(); std::vector image(PixelsBgra.size()); // Convert to normalized linear colorspace { for (int x = 0; x < Width; x++) { for (int y = 0; y < Height; y++) { uint32_t c8 = PixelsBgra[x * Height + y]; Color4f c; c.a = powf(APART(c8) * (1.0f / 255.0f), 2.2f); c.r = powf(RPART(c8) * (1.0f / 255.0f), 2.2f); c.g = powf(GPART(c8) * (1.0f / 255.0f), 2.2f); c.b = powf(BPART(c8) * (1.0f / 255.0f), 2.2f); image[x * Height + y] = c; } } } // Generate mipmaps { std::vector smoothed(Width * Height); Color4f *src = image.data(); Color4f *dest = src + Width * Height; for (int i = 1; i < levels; i++) { int srcw = MAX(Width >> (i - 1), 1); int srch = MAX(Height >> (i - 1), 1); int w = MAX(Width >> i, 1); int h = MAX(Height >> i, 1); // Downscale for (int x = 0; x < w; x++) { int sx0 = x * 2; int sx1 = MIN((x + 1) * 2, srcw - 1); for (int y = 0; y < h; y++) { int sy0 = y * 2; int sy1 = MIN((y + 1) * 2, srch - 1); Color4f src00 = src[sy0 + sx0 * srch]; Color4f src01 = src[sy1 + sx0 * srch]; Color4f src10 = src[sy0 + sx1 * srch]; Color4f src11 = src[sy1 + sx1 * srch]; Color4f c = (src00 + src01 + src10 + src11) * 0.25f; dest[y + x * h] = c; } } // Sharpen filter with a 3x3 kernel: for (int x = 0; x < w; x++) { for (int y = 0; y < h; y++) { Color4f c = { 0.0f, 0.0f, 0.0f, 0.0f }; for (int kx = -1; kx < 2; kx++) { for (int ky = -1; ky < 2; ky++) { int a = y + ky; int b = x + kx; if (a < 0) a = h - 1; if (a == h) a = 0; if (b < 0) b = w - 1; if (b == w) b = 0; c = c + dest[a + b * h]; } } c = c * (1.0f / 9.0f); smoothed[y + x * h] = c; } } float k = 0.08f; for (int j = 0; j < w * h; j++) dest[j] = dest[j] + (dest[j] - smoothed[j]) * k; src = dest; dest += w * h; } } // Convert to bgra8 sRGB colorspace { Color4f *src = image.data() + Width * Height; uint32_t *dest = PixelsBgra.data() + Width * Height; for (int i = 1; i < levels; i++) { int w = MAX(Width >> i, 1); int h = MAX(Height >> i, 1); for (int j = 0; j < w * h; j++) { uint32_t a = (uint32_t)clamp(powf(MAX(src[j].a, 0.0f), 1.0f / 2.2f) * 255.0f + 0.5f, 0.0f, 255.0f); uint32_t r = (uint32_t)clamp(powf(MAX(src[j].r, 0.0f), 1.0f / 2.2f) * 255.0f + 0.5f, 0.0f, 255.0f); uint32_t g = (uint32_t)clamp(powf(MAX(src[j].g, 0.0f), 1.0f / 2.2f) * 255.0f + 0.5f, 0.0f, 255.0f); uint32_t b = (uint32_t)clamp(powf(MAX(src[j].b, 0.0f), 1.0f / 2.2f) * 255.0f + 0.5f, 0.0f, 255.0f); dest[j] = (a << 24) | (r << 16) | (g << 8) | b; } src += w * h; dest += w * h; } } } //========================================================================== // // // //========================================================================== void FTexture::GenerateBgraMipmapsFast() { uint32_t *src = PixelsBgra.data(); uint32_t *dest = src + Width * Height; int levels = MipmapLevels(); for (int i = 1; i < levels; i++) { int srcw = MAX(Width >> (i - 1), 1); int srch = MAX(Height >> (i - 1), 1); int w = MAX(Width >> i, 1); int h = MAX(Height >> i, 1); for (int x = 0; x < w; x++) { int sx0 = x * 2; int sx1 = MIN((x + 1) * 2, srcw - 1); for (int y = 0; y < h; y++) { int sy0 = y * 2; int sy1 = MIN((y + 1) * 2, srch - 1); uint32_t src00 = src[sy0 + sx0 * srch]; uint32_t src01 = src[sy1 + sx0 * srch]; uint32_t src10 = src[sy0 + sx1 * srch]; uint32_t src11 = src[sy1 + sx1 * srch]; uint32_t alpha = (APART(src00) + APART(src01) + APART(src10) + APART(src11) + 2) / 4; uint32_t red = (RPART(src00) + RPART(src01) + RPART(src10) + RPART(src11) + 2) / 4; uint32_t green = (GPART(src00) + GPART(src01) + GPART(src10) + GPART(src11) + 2) / 4; uint32_t blue = (BPART(src00) + BPART(src01) + BPART(src10) + BPART(src11) + 2) / 4; dest[y + x * h] = (alpha << 24) | (red << 16) | (green << 8) | blue; } } src = dest; dest += w * h; } } //========================================================================== // // // //========================================================================== void FTexture::CopyToBlock (uint8_t *dest, int dwidth, int dheight, int xpos, int ypos, int rotate, const uint8_t *translation, FRenderStyle style) { const uint8_t *pixels = GetPixels(style); 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. 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]; 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]; if (v != 0) dest[pos] = translation[v]; } } } } } //========================================================================== // // Converts a texture between row-major and column-major format // by flipping it about the X=Y axis. // //========================================================================== void FTexture::FlipSquareBlock (uint8_t *block, int x, int y) { int i, j; if (x != y) return; for (i = 0; i < x; ++i) { uint8_t *corner = block + x*i + i; int count = x - i; if (count & 1) { count--; swapvalues (corner[count], corner[count*x]); } for (j = 0; j < count; j += 2) { swapvalues (corner[j], corner[j*x]); swapvalues (corner[j+1], corner[(j+1)*x]); } } } 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(corner[count], corner[count*x]); } for (j = 0; j < count; j += 2) { swapvalues(corner[j], corner[j*x]); swapvalues(corner[j + 1], corner[(j + 1)*x]); } } } void FTexture::FlipSquareBlockRemap (uint8_t *block, int x, int y, const uint8_t *remap) { int i, j; uint8_t t; if (x != y) return; for (i = 0; i < x; ++i) { uint8_t *corner = block + x*i + i; 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) { 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) { 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) { const uint8_t *pix; 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]); stride = pitch - w; for (y = 0; y < h; ++y) { const uint8_t *pix2 = pix; 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); 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) { bmp->CopyPixelData(x, y, GetPixels(DefaultRenderStyle()), Width, Height, Height, 1, rotate, remap, inf); return 0; } //========================================================================== // // // //========================================================================== bool FTexture::UseBasePalette() { return true; } FTexture *FTexture::GetRedirect(bool wantwarped) { return this; } FTexture *FTexture::GetRawTexture() { return this; } void FTexture::SetScaledSize(int fitwidth, int fitheight) { Scale.X = double(Width) / fitwidth; Scale.Y =double(Height) / fitheight; // compensate for roundoff errors if (int(Scale.X * fitwidth) != Width) Scale.X += (1 / 65536.); if (int(Scale.Y * fitheight) != Height) Scale.Y += (1 / 65536.); } //=========================================================================== // // 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) { PalEntry col; 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() { const FTexture::Span *span; int maxy = 0, miny = GetHeight(); for (int i = 0; i < GetWidth(); ++i) { GetColumn(DefaultRenderStyle(), i, &span); while (span->Length != 0) { if (span->TopOffset < miny) { miny = span->TopOffset; } if (span->TopOffset + span->Length > maxy) { maxy = span->TopOffset + span->Length; } span++; } } // Scale maxy before returning it maxy = int((maxy * 2) / Scale.Y); maxy = (maxy >> 1) + (maxy & 1); return maxy; } //========================================================================== // // 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 (int 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 ) { // 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; i512) return false; startdraw = -1; lendraw = 0; for (y = 0; y 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> 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; xGetWidth(); ++x) { const FTexture::Span *spans; Printf ("%4d:", x); tex->GetColumn(DefaultRenderStyle(), x, &spans); while (spans->Length != 0) { Printf (" (%4d,%4d)", spans->TopOffset, spans->TopOffset+spans->Length-1); spans++; } Printf ("\n"); } } #endif