mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-15 14:51:13 +00:00
f4d9ad1123
Now it is no longer necessary to provide specially set up textures for rendering shaded decals, they can use any PNG texture now that contains a proper red channel. Handling of the alPh chunk has been removed as a result as it in no longer needed.
688 lines
21 KiB
C++
688 lines
21 KiB
C++
/*
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** textures.h
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**
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**---------------------------------------------------------------------------
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** Copyright 2005-2016 Randy Heit
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** Copyright 2005-2016 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#ifndef __TEXTURES_H
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#define __TEXTURES_H
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#include "doomtype.h"
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#include "vectors.h"
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#include "r_data/renderstyle.h"
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#include <vector>
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struct FloatRect
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{
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float left,top;
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float width,height;
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void Offset(float xofs,float yofs)
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{
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left+=xofs;
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top+=yofs;
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}
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void Scale(float xfac,float yfac)
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{
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left*=xfac;
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width*=xfac;
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top*=yfac;
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height*=yfac;
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}
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};
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class FBitmap;
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struct FRemapTable;
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struct FCopyInfo;
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class FScanner;
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// Texture IDs
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class FTextureManager;
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class FTerrainTypeArray;
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class FGLTexture;
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class FMaterial;
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class FNullTextureID : public FTextureID
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{
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public:
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FNullTextureID() : FTextureID(0) {}
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};
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//
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// Animating textures and planes
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//
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// [RH] Expanded to work with a Hexen ANIMDEFS lump
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//
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struct FAnimDef
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{
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FTextureID BasePic;
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uint16_t NumFrames;
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uint16_t CurFrame;
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uint8_t AnimType;
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bool bDiscrete; // taken out of AnimType to have better control
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uint64_t SwitchTime; // Time to advance to next frame
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struct FAnimFrame
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{
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uint32_t SpeedMin; // Speeds are in ms, not tics
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uint32_t SpeedRange;
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FTextureID FramePic;
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} Frames[1];
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enum
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{
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ANIM_Forward,
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ANIM_Backward,
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ANIM_OscillateUp,
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ANIM_OscillateDown,
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ANIM_Random
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};
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void SetSwitchTime (uint64_t mstime);
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};
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struct FSwitchDef
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{
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FTextureID PreTexture; // texture to switch from
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FSwitchDef *PairDef; // switch def to use to return to PreTexture
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uint16_t NumFrames; // # of animation frames
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bool QuestPanel; // Special texture for Strife mission
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int Sound; // sound to play at start of animation. Changed to int to avoiud having to include s_sound here.
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struct frame // Array of times followed by array of textures
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{ // actual length of each array is <NumFrames>
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uint16_t TimeMin;
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uint16_t TimeRnd;
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FTextureID Texture;
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} frames[1];
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};
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struct FDoorAnimation
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{
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FTextureID BaseTexture;
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FTextureID *TextureFrames;
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int NumTextureFrames;
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FName OpenSound;
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FName CloseSound;
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};
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// Patches.
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// A patch holds one or more columns.
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// Patches are used for sprites and all masked pictures, and we compose
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// textures from the TEXTURE1/2 lists of patches.
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struct patch_t
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{
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int16_t width; // bounding box size
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int16_t height;
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int16_t leftoffset; // pixels to the left of origin
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int16_t topoffset; // pixels below the origin
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uint32_t columnofs[]; // only [width] used
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// the [0] is &columnofs[width]
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};
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// All FTextures present their data to the world in 8-bit format, but if
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// the source data is something else, this is it.
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enum FTextureFormat
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{
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TEX_Pal,
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TEX_Gray,
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TEX_RGB, // Actually ARGB
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TEX_DXT1,
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TEX_DXT2,
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TEX_DXT3,
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TEX_DXT4,
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TEX_DXT5,
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};
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class FNativeTexture;
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// Base texture class
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class FTexture
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{
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public:
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static FTexture *CreateTexture(const char *name, int lumpnum, int usetype);
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static FTexture *CreateTexture(int lumpnum, int usetype);
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virtual ~FTexture ();
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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;
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FTextureID id;
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FString Name;
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uint8_t UseType; // This texture's primary purpose
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uint8_t bNoDecals:1; // Decals should not stick to texture
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uint8_t bNoRemap0:1; // Do not remap color 0 (used by front layer of parallax skies)
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uint8_t bWorldPanning:1; // Texture is panned in world units rather than texels
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uint8_t bMasked:1; // Texture (might) have holes
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uint8_t bAlphaTexture:1; // Texture is an alpha channel without color information
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uint8_t bHasCanvas:1; // Texture is based off FCanvasTexture
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uint8_t bWarped:2; // This is a warped texture. Used to avoid multiple warps on one texture
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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
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// doing it per patch.
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uint8_t bMultiPatch:1; // This is a multipatch texture (we really could use real type info for textures...)
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uint8_t bKeepAround:1; // This texture was used as part of a multi-patch texture. Do not free it.
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uint16_t Rotations;
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int16_t SkyOffset;
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enum // UseTypes
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{
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TEX_Any,
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TEX_Wall,
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TEX_Flat,
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TEX_Sprite,
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TEX_WallPatch,
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TEX_Build,
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TEX_SkinSprite,
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TEX_Decal,
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TEX_MiscPatch,
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TEX_FontChar,
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TEX_Override, // For patches between TX_START/TX_END
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TEX_Autopage, // Automap background - used to enable the use of FAutomapTexture
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TEX_SkinGraphic,
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TEX_Null,
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TEX_FirstDefined,
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};
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struct Span
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{
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uint16_t TopOffset;
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uint16_t Length; // A length of 0 terminates this column
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};
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// Returns a single column of the texture
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virtual const uint8_t *GetColumn(unsigned int column, const Span **spans_out) = delete;
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virtual const uint8_t *GetColumn(FRenderStyle style, unsigned int column, const Span **spans_out) = 0;
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// Returns a single column of the texture, in BGRA8 format
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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
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virtual const uint8_t *GetPixels() = delete;
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virtual const uint8_t *GetPixels(FRenderStyle style) = 0;
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// Returns the whole texture, stored in column-major order, in BGRA8 format
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virtual const uint32_t *GetPixelsBgra();
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// Returns true if GetPixelsBgra includes mipmaps
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virtual bool Mipmapped() { return true; }
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virtual int CopyTrueColorPixels(FBitmap *bmp, int x, int y, int rotate=0, FCopyInfo *inf = NULL);
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int CopyTrueColorTranslated(FBitmap *bmp, int x, int y, int rotate, PalEntry *remap, FCopyInfo *inf = NULL);
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virtual bool UseBasePalette();
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virtual int GetSourceLump() { return SourceLump; }
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virtual FTexture *GetRedirect(bool wantwarped);
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virtual FTexture *GetRawTexture(); // for FMultiPatchTexture to override
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virtual void Unload ();
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// Returns the native pixel format for this image
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virtual FTextureFormat GetFormat();
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// Returns a native 3D representation of the texture
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FNativeTexture *GetNative(bool wrapping);
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// Frees the native 3D representation of the texture
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void KillNative();
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// Fill the native texture buffer with pixel data for this image
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virtual void FillBuffer(uint8_t *buff, int pitch, int height, FTextureFormat fmt);
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int GetWidth () { return Width; }
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int GetHeight () { return Height; }
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int GetScaledWidth () { int foo = int((Width * 2) / Scale.X); return (foo >> 1) + (foo & 1); }
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int GetScaledHeight () { int foo = int((Height * 2) / Scale.Y); return (foo >> 1) + (foo & 1); }
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double GetScaledWidthDouble () { return Width / Scale.X; }
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double GetScaledHeightDouble () { return Height / Scale.Y; }
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double GetScaleY() const { return Scale.Y; }
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int GetScaledLeftOffset () { int foo = int((LeftOffset * 2) / Scale.X); return (foo >> 1) + (foo & 1); }
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int GetScaledTopOffset () { int foo = int((TopOffset * 2) / Scale.Y); return (foo >> 1) + (foo & 1); }
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double GetScaledLeftOffsetDouble() { return LeftOffset / Scale.X; }
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double GetScaledTopOffsetDouble() { return TopOffset / Scale.Y; }
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virtual void ResolvePatches() {}
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virtual void SetFrontSkyLayer();
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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
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// last call to GetPixels(). This should be considered valid only if a call to CheckModified()
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// is immediately followed by a call to GetPixels().
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virtual bool CheckModified (FRenderStyle style);
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static void InitGrayMap();
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void CopySize(FTexture *BaseTexture)
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{
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Width = BaseTexture->GetWidth();
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Height = BaseTexture->GetHeight();
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TopOffset = BaseTexture->TopOffset;
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LeftOffset = BaseTexture->LeftOffset;
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WidthBits = BaseTexture->WidthBits;
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HeightBits = BaseTexture->HeightBits;
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Scale = BaseTexture->Scale;
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WidthMask = (1 << WidthBits) - 1;
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}
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void SetScaledSize(int fitwidth, int fitheight);
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PalEntry GetSkyCapColor(bool bottom);
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static PalEntry averageColor(const uint32_t *data, int size, int maxout);
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protected:
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uint16_t Width, Height, WidthMask;
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static uint8_t GrayMap[256];
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FNativeTexture *Native;
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FTexture (const char *name = NULL, int lumpnum = -1);
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Span **CreateSpans (const uint8_t *pixels) const;
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void FreeSpans (Span **spans) const;
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void CalcBitSize ();
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void CopyInfo(FTexture *other)
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{
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CopySize(other);
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bNoDecals = other->bNoDecals;
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Rotations = other->Rotations;
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gl_info = other->gl_info;
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gl_info.Brightmap = NULL;
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gl_info.Normal = NULL;
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gl_info.Specular = NULL;
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gl_info.Metallic = NULL;
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gl_info.Roughness = NULL;
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gl_info.AmbientOcclusion = NULL;
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gl_info.areas = NULL;
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}
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std::vector<uint32_t> PixelsBgra;
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void GenerateBgraFromBitmap(const FBitmap &bitmap);
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void CreatePixelsBgraWithMipmaps();
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void GenerateBgraMipmaps();
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void GenerateBgraMipmapsFast();
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int MipmapLevels() const;
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private:
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bool bSWSkyColorDone = false;
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PalEntry FloorSkyColor;
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PalEntry CeilingSkyColor;
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public:
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static void FlipSquareBlock (uint8_t *block, int x, int y);
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static void FlipSquareBlockBgra (uint32_t *block, int x, int y);
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static void FlipSquareBlockRemap (uint8_t *block, int x, int y, const uint8_t *remap);
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static void FlipNonSquareBlock (uint8_t *blockto, const uint8_t *blockfrom, int x, int y, int srcpitch);
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static void FlipNonSquareBlockBgra (uint32_t *blockto, const uint32_t *blockfrom, int x, int y, int srcpitch);
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static void FlipNonSquareBlockRemap (uint8_t *blockto, const uint8_t *blockfrom, int x, int y, int srcpitch, const uint8_t *remap);
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friend class D3DTex;
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friend class OpenGLSWFrameBuffer;
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public:
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struct MiscGLInfo
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{
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FMaterial *Material[2];
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FGLTexture *SystemTexture[2];
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FTexture *Brightmap;
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FTexture *Normal; // Normal map texture
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FTexture *Specular; // Specular light texture for the diffuse+normal+specular light model
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FTexture *Metallic; // Metalness texture for the physically based rendering (PBR) light model
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FTexture *Roughness; // Roughness texture for PBR
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FTexture *AmbientOcclusion; // Ambient occlusion texture for PBR
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float Glossiness;
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float SpecularLevel;
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PalEntry GlowColor;
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int GlowHeight;
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FloatRect *areas;
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int areacount;
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int shaderindex;
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float shaderspeed;
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int mIsTransparent:2;
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bool bGlowing:1; // Texture glows
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bool bAutoGlowing : 1; // Glow info is determined from texture image.
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bool bFullbright:1; // always draw fullbright
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bool bSkybox:1; // This is a skybox
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char bBrightmapChecked:1; // Set to 1 if brightmap has been checked
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bool bDisableFullbright:1; // This texture will not be displayed as fullbright sprite
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bool bNoFilter:1;
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bool bNoCompress:1;
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bool bNoExpand:1;
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MiscGLInfo() throw ();
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~MiscGLInfo();
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};
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MiscGLInfo gl_info;
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void GetGlowColor(float *data);
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bool isGlowing() { return gl_info.bGlowing; }
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bool isFullbright() { return gl_info.bFullbright; }
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void CreateDefaultBrightmap();
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bool FindHoles(const unsigned char * buffer, int w, int h);
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static bool SmoothEdges(unsigned char * buffer,int w, int h);
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void CheckTrans(unsigned char * buffer, int size, int trans);
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bool ProcessData(unsigned char * buffer, int w, int h, bool ispatch);
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int CheckRealHeight();
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};
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class FxAddSub;
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// Texture manager
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class FTextureManager
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{
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friend class FxAddSub; // needs access to do a bounds check on the texture ID.
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public:
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FTextureManager ();
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~FTextureManager ();
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// Get texture without translation
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FTexture *operator[] (FTextureID texnum)
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{
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if ((unsigned)texnum.GetIndex() >= Textures.Size()) return NULL;
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return Textures[texnum.GetIndex()].Texture;
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}
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FTexture *operator[] (const char *texname)
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{
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FTextureID texnum = GetTexture (texname, FTexture::TEX_MiscPatch);
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if (!texnum.Exists()) return NULL;
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return Textures[texnum.GetIndex()].Texture;
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}
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FTexture *ByIndex(int i)
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{
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if (unsigned(i) >= Textures.Size()) return NULL;
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return Textures[i].Texture;
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}
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FTexture *FindTexture(const char *texname, int usetype = FTexture::TEX_MiscPatch, BITFIELD flags = TEXMAN_TryAny);
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// Get texture with translation
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FTexture *operator() (FTextureID texnum, bool withpalcheck=false)
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{
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if ((size_t)texnum.texnum >= Textures.Size()) return NULL;
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int picnum = Translation[texnum.texnum];
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if (withpalcheck)
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{
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picnum = PalCheck(picnum).GetIndex();
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}
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return Textures[picnum].Texture;
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}
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FTexture *operator() (const char *texname)
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{
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FTextureID texnum = GetTexture (texname, FTexture::TEX_MiscPatch);
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if (texnum.texnum == -1) return NULL;
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return Textures[Translation[texnum.texnum]].Texture;
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}
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FTexture *ByIndexTranslated(int i)
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{
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if (unsigned(i) >= Textures.Size()) return NULL;
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return Textures[Translation[i]].Texture;
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}
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FTextureID PalCheck(FTextureID tex);
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enum
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{
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TEXMAN_TryAny = 1,
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TEXMAN_Overridable = 2,
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TEXMAN_ReturnFirst = 4,
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TEXMAN_AllowSkins = 8,
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TEXMAN_ShortNameOnly = 16,
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TEXMAN_DontCreate = 32
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};
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enum
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{
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HIT_Wall = 1,
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HIT_Flat = 2,
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HIT_Sky = 4,
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HIT_Sprite = 8,
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HIT_Columnmode = HIT_Wall|HIT_Sky|HIT_Sprite
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};
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FTextureID CheckForTexture (const char *name, int usetype, BITFIELD flags=TEXMAN_TryAny);
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FTextureID GetTexture (const char *name, int usetype, BITFIELD flags=0);
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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);
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void AddTexturesLumps (int lump1, int lump2, int patcheslump);
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void AddGroup(int wadnum, int ns, int usetype);
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void AddPatches (int lumpnum);
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void AddHiresTextures (int wadnum);
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void LoadTextureDefs(int wadnum, const char *lumpname);
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void ParseXTexture(FScanner &sc, int usetype);
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void SortTexturesByType(int start, int end);
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bool AreTexturesCompatible (FTextureID picnum1, FTextureID picnum2);
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FTextureID CreateTexture (int lumpnum, int usetype=FTexture::TEX_Any); // Also calls AddTexture
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FTextureID AddTexture (FTexture *texture);
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FTextureID GetDefaultTexture() const { return DefaultTexture; }
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void LoadTextureX(int wadnum);
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void AddTexturesForWad(int wadnum);
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void Init();
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void DeleteAll();
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// Replaces one texture with another. The new texture will be assigned
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// the same name, slot, and use type as the texture it is replacing.
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// The old texture will no longer be managed. Set free true if you want
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// the old texture to be deleted or set it false if you want it to
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// be left alone in memory. You will still need to delete it at some
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// point, because the texture manager no longer knows about it.
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// This function can be used for such things as warping textures.
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void ReplaceTexture (FTextureID picnum, FTexture *newtexture, bool free);
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void UnloadAll ();
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int NumTextures () const { return (int)Textures.Size(); }
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void UpdateAnimations (uint64_t mstime);
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int GuesstimateNumTextures ();
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FSwitchDef *FindSwitch (FTextureID texture);
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FDoorAnimation *FindAnimatedDoor (FTextureID picnum);
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private:
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// texture counting
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int CountTexturesX ();
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int CountLumpTextures (int lumpnum);
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// Build tiles
|
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void AddTiles (void *tiles);
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int CountTiles (void *tiles);
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int CountBuildTiles ();
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void InitBuildTiles ();
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// Animation stuff
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FAnimDef *AddAnim (FAnimDef *anim);
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void FixAnimations ();
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void InitAnimated ();
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void InitAnimDefs ();
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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);
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void ParseAnim (FScanner &sc, int usetype);
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FAnimDef *ParseRangeAnim (FScanner &sc, FTextureID picnum, int usetype, bool missing);
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void ParsePicAnim (FScanner &sc, FTextureID picnum, int usetype, bool missing, TArray<FAnimDef::FAnimFrame> &frames);
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void ParseWarp(FScanner &sc);
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void ParseCameraTexture(FScanner &sc);
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FTextureID ParseFramenum (FScanner &sc, FTextureID basepicnum, int usetype, bool allowMissing);
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void ParseTime (FScanner &sc, uint32_t &min, uint32_t &max);
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FTexture *Texture(FTextureID id) { return Textures[id.GetIndex()].Texture; }
|
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void SetTranslation (FTextureID fromtexnum, FTextureID totexnum);
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void ParseAnimatedDoor(FScanner &sc);
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|
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void InitPalettedVersions();
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|
|
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// Switches
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|
|
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void InitSwitchList ();
|
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void ProcessSwitchDef (FScanner &sc);
|
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FSwitchDef *ParseSwitchDef (FScanner &sc, bool ignoreBad);
|
|
void AddSwitchPair (FSwitchDef *def1, FSwitchDef *def2);
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|
|
|
struct TextureHash
|
|
{
|
|
FTexture *Texture;
|
|
int HashNext;
|
|
};
|
|
enum { HASH_END = -1, HASH_SIZE = 1027 };
|
|
TArray<TextureHash> Textures;
|
|
TArray<int> Translation;
|
|
int HashFirst[HASH_SIZE];
|
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FTextureID DefaultTexture;
|
|
TArray<int> FirstTextureForFile;
|
|
TMap<int,int> PalettedVersions; // maps from normal -> paletted version
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|
|
|
TArray<FAnimDef *> mAnimations;
|
|
TArray<FSwitchDef *> mSwitchDefs;
|
|
TArray<FDoorAnimation> mAnimatedDoors;
|
|
TArray<uint8_t *> BuildTileFiles;
|
|
public:
|
|
short sintable[2048]; // for texture warping
|
|
enum
|
|
{
|
|
SINMASK = 2047
|
|
};
|
|
};
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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 void MakeTexture() = delete;
|
|
virtual uint8_t *MakeTexture(FRenderStyle style) = 0;
|
|
void FreeAllSpans();
|
|
};
|
|
|
|
// A texture that doesn't really exist
|
|
class FDummyTexture : public FTexture
|
|
{
|
|
public:
|
|
FDummyTexture ();
|
|
const uint8_t *GetColumn(FRenderStyle style, unsigned int column, const Span **spans_out) override;
|
|
const uint8_t *GetPixels(FRenderStyle style) override;
|
|
void SetSize (int width, int height);
|
|
};
|
|
|
|
// A texture that returns a wiggly version of another texture.
|
|
class FWarpTexture : public FWorldTexture
|
|
{
|
|
public:
|
|
FWarpTexture (FTexture *source, int warptype);
|
|
~FWarpTexture ();
|
|
void Unload() override;
|
|
|
|
virtual int CopyTrueColorPixels(FBitmap *bmp, int x, int y, int rotate=0, FCopyInfo *inf = NULL) override;
|
|
const uint32_t *GetPixelsBgra() override;
|
|
bool CheckModified (FRenderStyle) override;
|
|
|
|
float GetSpeed() const { return Speed; }
|
|
int GetSourceLump() { return SourcePic->GetSourceLump(); }
|
|
void SetSpeed(float fac) { Speed = fac; }
|
|
FTexture *GetRedirect(bool wantwarped);
|
|
|
|
uint64_t GenTime[2] = { 0, 0 };
|
|
uint64_t GenTimeBgra = 0;
|
|
float Speed = 1.f;
|
|
int WidthOffsetMultiplier, HeightOffsetMultiplier; // [mxd]
|
|
protected:
|
|
FTexture *SourcePic;
|
|
|
|
uint8_t *MakeTexture (FRenderStyle style) override;
|
|
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;
|
|
void Unload ();
|
|
bool CheckModified (FRenderStyle) override;
|
|
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 ();
|
|
|
|
protected:
|
|
|
|
DSimpleCanvas *Canvas = nullptr;
|
|
DSimpleCanvas *CanvasBgra = nullptr;
|
|
uint8_t *Pixels = nullptr;
|
|
uint32_t *PixelsBgra = nullptr;
|
|
Span DummySpans[2];
|
|
bool bNeedsUpdate = true;
|
|
bool bDidUpdate = false;
|
|
bool bPixelsAllocated = false;
|
|
bool bPixelsAllocatedBgra = false;
|
|
public:
|
|
bool bFirstUpdate;
|
|
|
|
|
|
friend struct FCanvasTextureInfo;
|
|
};
|
|
|
|
extern FTextureManager TexMan;
|
|
|
|
#endif
|
|
|
|
|