gzdoom-last-svn/src/gl/gl_texture.cpp

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/*
** gltexture.cpp
** The texture classes for hardware rendering
** (Even though they are named 'gl' there is nothing hardware dependent
** in this file. That is all encapsulated in the GLTexture class.)
**
**---------------------------------------------------------------------------
** Copyright 2004-2005 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.
** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be
** covered by the terms of the GNU Lesser General Public License as published
** by the Free Software Foundation; either version 2.1 of the License, or (at
** your option) any later version.
**
** 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.
**---------------------------------------------------------------------------
**
*/
- Removed precompiled header option for GL code because it caused more problems than the minimal amount of saved time was worth. Update to ZDoom r833: - Disabled scrolling of 3DMIDTEX textures. Due to the special needs this cannot work properly. - Added new Scroll_Wall special to allow more control over wall scrolling. Since it uses fixed point parameters it can only be used in scripts though. - Added flags parameters to all wall scroller specials that didn't use all 5 args. - Separated scrolling of the 3 different texture parts of a sidedef. While doing this I did some more restructuring of the sidedef structure and changed it so that all state changes to sidedefs that affect rendering have to be made with access functions. This is not of much use to the software renderer but it allows far easier caching of rendering data for OpenGL because the only place I need to check is in the access functions. - Added Karate Chris's ThingCountSector submission. - Made texture indices in FSwitchDef full integers. Since that required some data restructuring I also eliminated the MAX_FRAMES limit of 128 per switch. - Removed some debug output from SBarInfo::ParseSBarInfo(). - Fixed: Heretic linetype translations included the wrong file. - Removed ATTN_SURROUND, since FMOD Ex doesn't exactly support it, and it only worked as intended on stereo speakers anyway. - Cleaned out ancient crud from i_sound.cpp. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@67 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-21 21:15:56 +00:00
#include "gl/gl_include.h"
#include "w_wad.h"
#include "m_png.h"
#include "r_draw.h"
#include "sbar.h"
#include "gi.h"
#include "cmdlib.h"
#include "stats.h"
#include "templates.h"
#include "sc_man.h"
Update to ZDoom r922: - Added Martin Howe's fixes for morphing and DECORATE function prototypes. - Minor fixes in texture code. - Fixed: The FMOD::System object was never released, only closed, so snd_reset would eventually run into the hard limit on the total number of FMOD::System objects that can be created concurrently (currently 15). - Added proper error checks to the FMOD initialization process. - Updated fmod_wrap.h for FMOD 4.14. - Set note velocity back to using a linear sounding volume curve, although it's now used to scale channel volume and expression, so recompute_amp() is still only doing one volume curve lookup. - Fixed: TimidityMIDIDevice caused a crash at the end of a non-looping song. - Made translation support for multipatch textures operational. - Added support for the GUS patch format's scale_frequency and scale_factor parameters. These seem to be used primarily to restrict percussion instruments to specific notes. - Changed note velocity to not use the volume curve in recompute_amp(), since this sounds closer to TiMidity++, although I don't believe it's correct MIDI behavior. Also changed expression so that it scales the channel volume before going through the curve. - Reworked load_instrument() to be less opaque. - Went through the TiMidity code and removed pretty much all of the SDL_mixer extensions. The only exception would be kill_others(), which I reworked into a kill_key_group() function, which should be useful for DLS instruments in the future. - Added translation support to multipatch textures. Not tested yet! - Added Martin Howe's morph weapon update. - Changed true color texture creation to use a newly defined Bitmap class instead of having the copy functions in the frame buffer class. - Fixed: The WolfSS didn't have its obituary defined. - Added submission for ACS CheckPlayerCamera ACS function. - Removed FRadiusThingsIterator after discovering that VC++ misoptimized it in P_CheckPosition. Now FBlockThingsIterator is used with the distance check being done manually. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@94 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-17 20:58:50 +00:00
#include "r_translate.h"
#include "gl/gl_struct.h"
#include "gl/gl_framebuffer.h"
#include "gl/gl_texture.h"
#include "gl/gl_functions.h"
#include "gl/gl_shader.h"
#include "gl/gl_translate.h"
CUSTOM_CVAR(Bool, gl_warp_shader, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG|CVAR_NOINITCALL)
{
if (self && !(gl.flags & RFL_GLSL)) self=0;
}
CUSTOM_CVAR(Bool, gl_colormap_shader, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG|CVAR_NOINITCALL)
{
if (self && !(gl.flags & RFL_GLSL)) self=0;
}
CUSTOM_CVAR(Bool, gl_brightmap_shader, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG|CVAR_NOINITCALL)
{
if (self && !(gl.flags & RFL_GLSL)) self=0;
}
// Only for testing for now. This isn't working fully yet.
CUSTOM_CVAR(Bool, gl_glsl_renderer, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG|CVAR_NOINITCALL)
{
if (!(gl.flags & RFL_GLSL))
{
if (self) self=0;
}
else
{
GLShader::Unbind();
FGLTexture::FlushAll();
}
}
CUSTOM_CVAR(Bool, gl_texture_usehires, true, CVAR_ARCHIVE|CVAR_NOINITCALL)
{
FGLTexture::FlushAll();
}
EXTERN_CVAR(Bool, gl_render_precise)
CVAR(Bool, gl_precache, false, CVAR_ARCHIVE)
static bool HasGlobalBrightmap;
Update to ZDoom r922: - Added Martin Howe's fixes for morphing and DECORATE function prototypes. - Minor fixes in texture code. - Fixed: The FMOD::System object was never released, only closed, so snd_reset would eventually run into the hard limit on the total number of FMOD::System objects that can be created concurrently (currently 15). - Added proper error checks to the FMOD initialization process. - Updated fmod_wrap.h for FMOD 4.14. - Set note velocity back to using a linear sounding volume curve, although it's now used to scale channel volume and expression, so recompute_amp() is still only doing one volume curve lookup. - Fixed: TimidityMIDIDevice caused a crash at the end of a non-looping song. - Made translation support for multipatch textures operational. - Added support for the GUS patch format's scale_frequency and scale_factor parameters. These seem to be used primarily to restrict percussion instruments to specific notes. - Changed note velocity to not use the volume curve in recompute_amp(), since this sounds closer to TiMidity++, although I don't believe it's correct MIDI behavior. Also changed expression so that it scales the channel volume before going through the curve. - Reworked load_instrument() to be less opaque. - Went through the TiMidity code and removed pretty much all of the SDL_mixer extensions. The only exception would be kill_others(), which I reworked into a kill_key_group() function, which should be useful for DLS instruments in the future. - Added translation support to multipatch textures. Not tested yet! - Added Martin Howe's morph weapon update. - Changed true color texture creation to use a newly defined Bitmap class instead of having the copy functions in the frame buffer class. - Fixed: The WolfSS didn't have its obituary defined. - Added submission for ACS CheckPlayerCamera ACS function. - Removed FRadiusThingsIterator after discovering that VC++ misoptimized it in P_CheckPosition. Now FBlockThingsIterator is used with the distance check being done manually. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@94 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-17 20:58:50 +00:00
static FRemapTable GlobalBrightmap;
//===========================================================================
//
// Examines the colormap to see if some of the colors have to be
// considered fullbright all the time.
//
//===========================================================================
void gl_GenerateGlobalBrightmapFromColormap()
{
FMemLump cmap = Wads.ReadLump("COLORMAP");
FMemLump palette = Wads.ReadLump("PLAYPAL");
const unsigned char *cmapdata = (const unsigned char *)cmap.GetMem();
const unsigned char *paldata = (const unsigned char *)palette.GetMem();
Update to ZDoom r922: - Added Martin Howe's fixes for morphing and DECORATE function prototypes. - Minor fixes in texture code. - Fixed: The FMOD::System object was never released, only closed, so snd_reset would eventually run into the hard limit on the total number of FMOD::System objects that can be created concurrently (currently 15). - Added proper error checks to the FMOD initialization process. - Updated fmod_wrap.h for FMOD 4.14. - Set note velocity back to using a linear sounding volume curve, although it's now used to scale channel volume and expression, so recompute_amp() is still only doing one volume curve lookup. - Fixed: TimidityMIDIDevice caused a crash at the end of a non-looping song. - Made translation support for multipatch textures operational. - Added support for the GUS patch format's scale_frequency and scale_factor parameters. These seem to be used primarily to restrict percussion instruments to specific notes. - Changed note velocity to not use the volume curve in recompute_amp(), since this sounds closer to TiMidity++, although I don't believe it's correct MIDI behavior. Also changed expression so that it scales the channel volume before going through the curve. - Reworked load_instrument() to be less opaque. - Went through the TiMidity code and removed pretty much all of the SDL_mixer extensions. The only exception would be kill_others(), which I reworked into a kill_key_group() function, which should be useful for DLS instruments in the future. - Added translation support to multipatch textures. Not tested yet! - Added Martin Howe's morph weapon update. - Changed true color texture creation to use a newly defined Bitmap class instead of having the copy functions in the frame buffer class. - Fixed: The WolfSS didn't have its obituary defined. - Added submission for ACS CheckPlayerCamera ACS function. - Removed FRadiusThingsIterator after discovering that VC++ misoptimized it in P_CheckPosition. Now FBlockThingsIterator is used with the distance check being done manually. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@94 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-17 20:58:50 +00:00
const int black = 0;
const int white = ColorMatcher.Pick(255,255,255);
GlobalBrightmap.MakeIdentity();
memset(GlobalBrightmap.Remap, white, 256);
for(int i=0;i<256;i++) GlobalBrightmap.Palette[i]=PalEntry(255,255,255);
for(int j=0;j<32;j++)
{
for(int i=0;i<256;i++)
{
// the palette comparison should be for ==0 but that gives false positives with Heretic
// and Hexen.
if (cmapdata[i+j*256]!=i || (paldata[3*i]<10 && paldata[3*i+1]<10 && paldata[3*i+2]<10))
{
Update to ZDoom r922: - Added Martin Howe's fixes for morphing and DECORATE function prototypes. - Minor fixes in texture code. - Fixed: The FMOD::System object was never released, only closed, so snd_reset would eventually run into the hard limit on the total number of FMOD::System objects that can be created concurrently (currently 15). - Added proper error checks to the FMOD initialization process. - Updated fmod_wrap.h for FMOD 4.14. - Set note velocity back to using a linear sounding volume curve, although it's now used to scale channel volume and expression, so recompute_amp() is still only doing one volume curve lookup. - Fixed: TimidityMIDIDevice caused a crash at the end of a non-looping song. - Made translation support for multipatch textures operational. - Added support for the GUS patch format's scale_frequency and scale_factor parameters. These seem to be used primarily to restrict percussion instruments to specific notes. - Changed note velocity to not use the volume curve in recompute_amp(), since this sounds closer to TiMidity++, although I don't believe it's correct MIDI behavior. Also changed expression so that it scales the channel volume before going through the curve. - Reworked load_instrument() to be less opaque. - Went through the TiMidity code and removed pretty much all of the SDL_mixer extensions. The only exception would be kill_others(), which I reworked into a kill_key_group() function, which should be useful for DLS instruments in the future. - Added translation support to multipatch textures. Not tested yet! - Added Martin Howe's morph weapon update. - Changed true color texture creation to use a newly defined Bitmap class instead of having the copy functions in the frame buffer class. - Fixed: The WolfSS didn't have its obituary defined. - Added submission for ACS CheckPlayerCamera ACS function. - Removed FRadiusThingsIterator after discovering that VC++ misoptimized it in P_CheckPosition. Now FBlockThingsIterator is used with the distance check being done manually. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@94 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-17 20:58:50 +00:00
GlobalBrightmap.Remap[i]=black;
GlobalBrightmap.Palette[i]=PalEntry(0,0,0);
}
}
}
for(int i=0;i<256;i++)
{
Update to ZDoom r922: - Added Martin Howe's fixes for morphing and DECORATE function prototypes. - Minor fixes in texture code. - Fixed: The FMOD::System object was never released, only closed, so snd_reset would eventually run into the hard limit on the total number of FMOD::System objects that can be created concurrently (currently 15). - Added proper error checks to the FMOD initialization process. - Updated fmod_wrap.h for FMOD 4.14. - Set note velocity back to using a linear sounding volume curve, although it's now used to scale channel volume and expression, so recompute_amp() is still only doing one volume curve lookup. - Fixed: TimidityMIDIDevice caused a crash at the end of a non-looping song. - Made translation support for multipatch textures operational. - Added support for the GUS patch format's scale_frequency and scale_factor parameters. These seem to be used primarily to restrict percussion instruments to specific notes. - Changed note velocity to not use the volume curve in recompute_amp(), since this sounds closer to TiMidity++, although I don't believe it's correct MIDI behavior. Also changed expression so that it scales the channel volume before going through the curve. - Reworked load_instrument() to be less opaque. - Went through the TiMidity code and removed pretty much all of the SDL_mixer extensions. The only exception would be kill_others(), which I reworked into a kill_key_group() function, which should be useful for DLS instruments in the future. - Added translation support to multipatch textures. Not tested yet! - Added Martin Howe's morph weapon update. - Changed true color texture creation to use a newly defined Bitmap class instead of having the copy functions in the frame buffer class. - Fixed: The WolfSS didn't have its obituary defined. - Added submission for ACS CheckPlayerCamera ACS function. - Removed FRadiusThingsIterator after discovering that VC++ misoptimized it in P_CheckPosition. Now FBlockThingsIterator is used with the distance check being done manually. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@94 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-17 20:58:50 +00:00
HasGlobalBrightmap |= GlobalBrightmap.Remap[i] == black;
//if (GlobalBrightmap[i]) Printf("Marked color %d as fullbright\n",i);
}
}
//===========================================================================
//
// multi-format pixel copy with colormap application
// requires one of the previously defined conversion classes to work
//
//===========================================================================
template<class T>
void iCopyColors(unsigned char * pout, const unsigned char * pin, int cm, int count, int step)
{
int i;
int fac;
switch(cm)
{
case CM_DEFAULT:
for(i=0;i<count;i++)
{
pout[0]=T::R(pin);
pout[1]=T::G(pin);
pout[2]=T::B(pin);
pout[3]=T::A(pin);
pout+=4;
pin+=step;
}
break;
case CM_INVERT:
// Doom's inverted invulnerability map
for(i=0;i<count;i++)
{
gl_InverseMap(T::Gray(pin), pout[0], pout[1], pout[2]);
pout[3] = T::A(pin);
pout+=4;
pin+=step;
}
break;
case CM_GOLDMAP:
// Heretic's golden invulnerability map
for(i=0;i<count;i++)
{
gl_GoldMap(T::Gray(pin), pout[0], pout[1], pout[2]);
pout[3] = T::A(pin);
pout+=4;
pin+=step;
}
break;
case CM_REDMAP:
// Skulltag's red Doomsphere map
for(i=0;i<count;i++)
{
gl_RedMap(T::Gray(pin), pout[0], pout[1], pout[2]);
pout[3] = T::A(pin);
pout+=4;
pin+=step;
}
break;
case CM_GREENMAP:
// Skulltags's Guardsphere map
for(i=0;i<count;i++)
{
gl_GreenMap(T::Gray(pin), pout[0], pout[1], pout[2]);
pout[3] = T::A(pin);
pout+=4;
pin+=step;
}
break;
case CM_GRAY:
// this is used for colorization of blood.
// To get the best results the brightness is taken from
// the most intense component and not averaged because that would be too dark.
for(i=0;i<count;i++)
{
pout[0] = pout[1] = pout[2] = MAX(MAX(T::R(pin), T::G(pin)), T::B(pin));
pout[3] = T::A(pin);
pout+=4;
pin+=step;
}
break;
case CM_ICE:
// Create the ice translation table, based on Hexen's.
// Since this is done in True Color the purplish tint is fully preserved - even in Doom!
for(i=0;i<count;i++)
{
int gray = T::Gray(pin)>>4;
pout[0] = IcePalette[gray][0];
pout[1] = IcePalette[gray][1];
pout[2] = IcePalette[gray][2];
pout[3] = 255;
pout+=4;
pin+=step;
}
break;
case CM_SHADE:
// Alpha shade uses the red channel for true color pics
for(i=0;i<count;i++)
{
pout[0] = pout[1] = pout[2] = 255;
pout[3] = T::R(pin);
pout+=4;
pin+=step;
}
break;
default:
if (cm<=CM_DESAT31)
{
// Desaturated light settings.
fac=cm-CM_DESAT0;
for(i=0;i<count;i++)
{
gl_Desaturate(T::Gray(pin), T::R(pin), T::G(pin), T::B(pin), pout[0], pout[1], pout[2], fac);
pout[3] = T::A(pin);
pout+=4;
pin+=step;
}
}
break;
}
}
typedef void (*CopyFunc)(unsigned char * pout, const unsigned char * pin, int cm, int count, int step);
static CopyFunc copyfuncs[]={
iCopyColors<cRGB>,
iCopyColors<cRGBA>,
iCopyColors<cIA>,
iCopyColors<cCMYK>,
iCopyColors<cBGR>,
iCopyColors<cBGRA>,
iCopyColors<cI16>,
iCopyColors<cRGB555>,
iCopyColors<cPalEntry>
};
//===========================================================================
//
// True Color texture copy function
// This excludes all the cases that force downconversion to the
// base palette because they wouldn't be used anyway.
//
//===========================================================================
Update to ZDoom r922: - Added Martin Howe's fixes for morphing and DECORATE function prototypes. - Minor fixes in texture code. - Fixed: The FMOD::System object was never released, only closed, so snd_reset would eventually run into the hard limit on the total number of FMOD::System objects that can be created concurrently (currently 15). - Added proper error checks to the FMOD initialization process. - Updated fmod_wrap.h for FMOD 4.14. - Set note velocity back to using a linear sounding volume curve, although it's now used to scale channel volume and expression, so recompute_amp() is still only doing one volume curve lookup. - Fixed: TimidityMIDIDevice caused a crash at the end of a non-looping song. - Made translation support for multipatch textures operational. - Added support for the GUS patch format's scale_frequency and scale_factor parameters. These seem to be used primarily to restrict percussion instruments to specific notes. - Changed note velocity to not use the volume curve in recompute_amp(), since this sounds closer to TiMidity++, although I don't believe it's correct MIDI behavior. Also changed expression so that it scales the channel volume before going through the curve. - Reworked load_instrument() to be less opaque. - Went through the TiMidity code and removed pretty much all of the SDL_mixer extensions. The only exception would be kill_others(), which I reworked into a kill_key_group() function, which should be useful for DLS instruments in the future. - Added translation support to multipatch textures. Not tested yet! - Added Martin Howe's morph weapon update. - Changed true color texture creation to use a newly defined Bitmap class instead of having the copy functions in the frame buffer class. - Fixed: The WolfSS didn't have its obituary defined. - Added submission for ACS CheckPlayerCamera ACS function. - Removed FRadiusThingsIterator after discovering that VC++ misoptimized it in P_CheckPosition. Now FBlockThingsIterator is used with the distance check being done manually. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@94 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-17 20:58:50 +00:00
void FGLBitmap::CopyPixelDataRGB(int originx, int originy,
const BYTE * patch, int srcwidth, int srcheight, int step_x, int step_y,
int rotate, int ct, FCopyInfo *inf)
{
Update to ZDoom r922: - Added Martin Howe's fixes for morphing and DECORATE function prototypes. - Minor fixes in texture code. - Fixed: The FMOD::System object was never released, only closed, so snd_reset would eventually run into the hard limit on the total number of FMOD::System objects that can be created concurrently (currently 15). - Added proper error checks to the FMOD initialization process. - Updated fmod_wrap.h for FMOD 4.14. - Set note velocity back to using a linear sounding volume curve, although it's now used to scale channel volume and expression, so recompute_amp() is still only doing one volume curve lookup. - Fixed: TimidityMIDIDevice caused a crash at the end of a non-looping song. - Made translation support for multipatch textures operational. - Added support for the GUS patch format's scale_frequency and scale_factor parameters. These seem to be used primarily to restrict percussion instruments to specific notes. - Changed note velocity to not use the volume curve in recompute_amp(), since this sounds closer to TiMidity++, although I don't believe it's correct MIDI behavior. Also changed expression so that it scales the channel volume before going through the curve. - Reworked load_instrument() to be less opaque. - Went through the TiMidity code and removed pretty much all of the SDL_mixer extensions. The only exception would be kill_others(), which I reworked into a kill_key_group() function, which should be useful for DLS instruments in the future. - Added translation support to multipatch textures. Not tested yet! - Added Martin Howe's morph weapon update. - Changed true color texture creation to use a newly defined Bitmap class instead of having the copy functions in the frame buffer class. - Fixed: The WolfSS didn't have its obituary defined. - Added submission for ACS CheckPlayerCamera ACS function. - Removed FRadiusThingsIterator after discovering that VC++ misoptimized it in P_CheckPosition. Now FBlockThingsIterator is used with the distance check being done manually. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@94 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-17 20:58:50 +00:00
if (ClipCopyPixelRect(Width, Height, originx, originy, patch, srcwidth, srcheight, step_x, step_y, rotate))
{
Update to ZDoom r922: - Added Martin Howe's fixes for morphing and DECORATE function prototypes. - Minor fixes in texture code. - Fixed: The FMOD::System object was never released, only closed, so snd_reset would eventually run into the hard limit on the total number of FMOD::System objects that can be created concurrently (currently 15). - Added proper error checks to the FMOD initialization process. - Updated fmod_wrap.h for FMOD 4.14. - Set note velocity back to using a linear sounding volume curve, although it's now used to scale channel volume and expression, so recompute_amp() is still only doing one volume curve lookup. - Fixed: TimidityMIDIDevice caused a crash at the end of a non-looping song. - Made translation support for multipatch textures operational. - Added support for the GUS patch format's scale_frequency and scale_factor parameters. These seem to be used primarily to restrict percussion instruments to specific notes. - Changed note velocity to not use the volume curve in recompute_amp(), since this sounds closer to TiMidity++, although I don't believe it's correct MIDI behavior. Also changed expression so that it scales the channel volume before going through the curve. - Reworked load_instrument() to be less opaque. - Went through the TiMidity code and removed pretty much all of the SDL_mixer extensions. The only exception would be kill_others(), which I reworked into a kill_key_group() function, which should be useful for DLS instruments in the future. - Added translation support to multipatch textures. Not tested yet! - Added Martin Howe's morph weapon update. - Changed true color texture creation to use a newly defined Bitmap class instead of having the copy functions in the frame buffer class. - Fixed: The WolfSS didn't have its obituary defined. - Added submission for ACS CheckPlayerCamera ACS function. - Removed FRadiusThingsIterator after discovering that VC++ misoptimized it in P_CheckPosition. Now FBlockThingsIterator is used with the distance check being done manually. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@94 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-17 20:58:50 +00:00
BYTE *buffer = GetPixels() + 4*originx + Pitch*originy;
for (int y=0;y<srcheight;y++)
{
Update to ZDoom r922: - Added Martin Howe's fixes for morphing and DECORATE function prototypes. - Minor fixes in texture code. - Fixed: The FMOD::System object was never released, only closed, so snd_reset would eventually run into the hard limit on the total number of FMOD::System objects that can be created concurrently (currently 15). - Added proper error checks to the FMOD initialization process. - Updated fmod_wrap.h for FMOD 4.14. - Set note velocity back to using a linear sounding volume curve, although it's now used to scale channel volume and expression, so recompute_amp() is still only doing one volume curve lookup. - Fixed: TimidityMIDIDevice caused a crash at the end of a non-looping song. - Made translation support for multipatch textures operational. - Added support for the GUS patch format's scale_frequency and scale_factor parameters. These seem to be used primarily to restrict percussion instruments to specific notes. - Changed note velocity to not use the volume curve in recompute_amp(), since this sounds closer to TiMidity++, although I don't believe it's correct MIDI behavior. Also changed expression so that it scales the channel volume before going through the curve. - Reworked load_instrument() to be less opaque. - Went through the TiMidity code and removed pretty much all of the SDL_mixer extensions. The only exception would be kill_others(), which I reworked into a kill_key_group() function, which should be useful for DLS instruments in the future. - Added translation support to multipatch textures. Not tested yet! - Added Martin Howe's morph weapon update. - Changed true color texture creation to use a newly defined Bitmap class instead of having the copy functions in the frame buffer class. - Fixed: The WolfSS didn't have its obituary defined. - Added submission for ACS CheckPlayerCamera ACS function. - Removed FRadiusThingsIterator after discovering that VC++ misoptimized it in P_CheckPosition. Now FBlockThingsIterator is used with the distance check being done manually. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@94 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-17 20:58:50 +00:00
copyfuncs[ct](&buffer[y*Pitch], &patch[y*step_y], cm, srcwidth, step_x);
}
}
}
//===========================================================================
//
// Creates one of the special palette translations for the given palette
//
//===========================================================================
void ModifyPalette(PalEntry * pout, PalEntry * pin, int cm, int count)
{
int i;
int fac;
switch(cm)
{
case CM_DEFAULT:
if (pin != pout)
memcpy(pout, pin, count * sizeof(PalEntry));
break;
case CM_INVERT:
// Doom's inverted invulnerability map
for(i=0;i<count;i++)
{
int gray = (pin[i].r*77 + pin[i].g*143 + pin[i].b*37) >> 8;
gl_InverseMap(gray, pout[i].r, pout[i].g, pout[i].b);
}
break;
case CM_GOLDMAP:
// Heretic's golden invulnerability map
for(i=0;i<count;i++)
{
int gray = (pin[i].r*77 + pin[i].g*143 + pin[i].b*37) >> 8;
gl_GoldMap(gray, pout[i].r, pout[i].g, pout[i].b);
}
break;
case CM_REDMAP:
// Skulltag's red Doomsphere map
for(i=0;i<count;i++)
{
int gray = (pin[i].r*77 + pin[i].g*143 + pin[i].b*37) >> 8;
gl_RedMap(gray, pout[i].r, pout[i].g, pout[i].b);
}
break;
case CM_GREENMAP:
// Skulltags's Guardsphere map
for(i=0;i<count;i++)
{
int gray = (pin[i].r*77 + pin[i].g*143 + pin[i].b*37) >> 8;
gl_GreenMap(gray, pout[i].r, pout[i].g, pout[i].b);
}
break;
case CM_GRAY:
// this is used for colorization of blood.
// To get the best results the brightness is taken from
// the most intense component and not averaged because that would be too dark.
for(i=0;i<count;i++)
{
pout[i].r = pout[i].g = pout[i].b = max(max(pin[i].r, pin[i].g), pin[i].b);
pout[i].a = pin[i].a;
}
break;
case CM_ICE:
// Create the ice translation table, based on Hexen's.
// Since this is done in True Color the purplish tint is fully preserved - even in Doom!
for(i=0;i<count;i++)
{
int gray=(pin[i].r*77 + pin[i].g*143 + pin[i].b*37)>>12;
pout[i].r = IcePalette[gray][0];
pout[i].g = IcePalette[gray][1];
pout[i].b = IcePalette[gray][2];
pout[i].a = pin[i].a;
}
break;
default:
// Boom colormaps.
if (cm>=CM_FIRSTCOLORMAP && cm<CM_FIRSTCOLORMAP+numfakecmaps)
{
if (count<=256) // This does not work for raw image data because it assumes
// the use of the base palette!
{
// CreateTexBuffer has already taken care of needed palette mapping so this
// buffer is guaranteed to be in the base palette.
byte * cmapp = &realcolormaps [NUMCOLORMAPS*256*(cm - CM_FIRSTCOLORMAP)];
for(i=0;i<count;i++)
{
pout[i].r = GPalette.BaseColors[*cmapp].r;
pout[i].g = GPalette.BaseColors[*cmapp].g;
pout[i].b = GPalette.BaseColors[*cmapp].b;
pout[i].a = pin[i].a;
cmapp++;
}
}
else if (pin != pout)
{
// Boom colormaps cannot be applied to hires texture replacements.
// For those you have to set the colormap usage to 'blend'.
memcpy(pout, pin, count * sizeof(PalEntry));
}
}
else if (cm<=CM_DESAT31)
{
// Desaturated light settings.
fac=cm-CM_DESAT0;
for(i=0;i<count;i++)
{
int gray=(pin[i].r*77 + pin[i].g*143 + pin[i].b*36)>>8;
gl_Desaturate(gray, pin[i].r, pin[i].g, pin[i].b, pout[i].r, pout[i].g, pout[i].b, fac);
pout[i].a = pin[i].a;
}
}
else if (pin!=pout)
{
memcpy(pout, pin, count * sizeof(PalEntry));
}
break;
}
}
//===========================================================================
//
// Paletted to True Color texture copy function
//
//===========================================================================
Update to ZDoom r922: - Added Martin Howe's fixes for morphing and DECORATE function prototypes. - Minor fixes in texture code. - Fixed: The FMOD::System object was never released, only closed, so snd_reset would eventually run into the hard limit on the total number of FMOD::System objects that can be created concurrently (currently 15). - Added proper error checks to the FMOD initialization process. - Updated fmod_wrap.h for FMOD 4.14. - Set note velocity back to using a linear sounding volume curve, although it's now used to scale channel volume and expression, so recompute_amp() is still only doing one volume curve lookup. - Fixed: TimidityMIDIDevice caused a crash at the end of a non-looping song. - Made translation support for multipatch textures operational. - Added support for the GUS patch format's scale_frequency and scale_factor parameters. These seem to be used primarily to restrict percussion instruments to specific notes. - Changed note velocity to not use the volume curve in recompute_amp(), since this sounds closer to TiMidity++, although I don't believe it's correct MIDI behavior. Also changed expression so that it scales the channel volume before going through the curve. - Reworked load_instrument() to be less opaque. - Went through the TiMidity code and removed pretty much all of the SDL_mixer extensions. The only exception would be kill_others(), which I reworked into a kill_key_group() function, which should be useful for DLS instruments in the future. - Added translation support to multipatch textures. Not tested yet! - Added Martin Howe's morph weapon update. - Changed true color texture creation to use a newly defined Bitmap class instead of having the copy functions in the frame buffer class. - Fixed: The WolfSS didn't have its obituary defined. - Added submission for ACS CheckPlayerCamera ACS function. - Removed FRadiusThingsIterator after discovering that VC++ misoptimized it in P_CheckPosition. Now FBlockThingsIterator is used with the distance check being done manually. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@94 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-17 20:58:50 +00:00
void FGLBitmap::CopyPixelData(int originx, int originy, const BYTE * patch, int srcwidth, int srcheight,
int step_x, int step_y, int rotate, PalEntry * palette, FCopyInfo *inf)
{
PalEntry penew[256];
int x,y,pos,i;
Update to ZDoom r922: - Added Martin Howe's fixes for morphing and DECORATE function prototypes. - Minor fixes in texture code. - Fixed: The FMOD::System object was never released, only closed, so snd_reset would eventually run into the hard limit on the total number of FMOD::System objects that can be created concurrently (currently 15). - Added proper error checks to the FMOD initialization process. - Updated fmod_wrap.h for FMOD 4.14. - Set note velocity back to using a linear sounding volume curve, although it's now used to scale channel volume and expression, so recompute_amp() is still only doing one volume curve lookup. - Fixed: TimidityMIDIDevice caused a crash at the end of a non-looping song. - Made translation support for multipatch textures operational. - Added support for the GUS patch format's scale_frequency and scale_factor parameters. These seem to be used primarily to restrict percussion instruments to specific notes. - Changed note velocity to not use the volume curve in recompute_amp(), since this sounds closer to TiMidity++, although I don't believe it's correct MIDI behavior. Also changed expression so that it scales the channel volume before going through the curve. - Reworked load_instrument() to be less opaque. - Went through the TiMidity code and removed pretty much all of the SDL_mixer extensions. The only exception would be kill_others(), which I reworked into a kill_key_group() function, which should be useful for DLS instruments in the future. - Added translation support to multipatch textures. Not tested yet! - Added Martin Howe's morph weapon update. - Changed true color texture creation to use a newly defined Bitmap class instead of having the copy functions in the frame buffer class. - Fixed: The WolfSS didn't have its obituary defined. - Added submission for ACS CheckPlayerCamera ACS function. - Removed FRadiusThingsIterator after discovering that VC++ misoptimized it in P_CheckPosition. Now FBlockThingsIterator is used with the distance check being done manually. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@94 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-17 20:58:50 +00:00
if (ClipCopyPixelRect(Width, Height, originx, originy, patch, srcwidth, srcheight, step_x, step_y, rotate))
{
Update to ZDoom r922: - Added Martin Howe's fixes for morphing and DECORATE function prototypes. - Minor fixes in texture code. - Fixed: The FMOD::System object was never released, only closed, so snd_reset would eventually run into the hard limit on the total number of FMOD::System objects that can be created concurrently (currently 15). - Added proper error checks to the FMOD initialization process. - Updated fmod_wrap.h for FMOD 4.14. - Set note velocity back to using a linear sounding volume curve, although it's now used to scale channel volume and expression, so recompute_amp() is still only doing one volume curve lookup. - Fixed: TimidityMIDIDevice caused a crash at the end of a non-looping song. - Made translation support for multipatch textures operational. - Added support for the GUS patch format's scale_frequency and scale_factor parameters. These seem to be used primarily to restrict percussion instruments to specific notes. - Changed note velocity to not use the volume curve in recompute_amp(), since this sounds closer to TiMidity++, although I don't believe it's correct MIDI behavior. Also changed expression so that it scales the channel volume before going through the curve. - Reworked load_instrument() to be less opaque. - Went through the TiMidity code and removed pretty much all of the SDL_mixer extensions. The only exception would be kill_others(), which I reworked into a kill_key_group() function, which should be useful for DLS instruments in the future. - Added translation support to multipatch textures. Not tested yet! - Added Martin Howe's morph weapon update. - Changed true color texture creation to use a newly defined Bitmap class instead of having the copy functions in the frame buffer class. - Fixed: The WolfSS didn't have its obituary defined. - Added submission for ACS CheckPlayerCamera ACS function. - Removed FRadiusThingsIterator after discovering that VC++ misoptimized it in P_CheckPosition. Now FBlockThingsIterator is used with the distance check being done manually. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@94 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-17 20:58:50 +00:00
BYTE *buffer = GetPixels() + 4*originx + Pitch*originy;
// CM_SHADE is an alpha map with 0==transparent and 1==opaque
if (cm == CM_SHADE)
{
for(int i=0;i<256;i++)
{
if (palette[i].a!=255)
penew[i]=PalEntry(255-i,255,255,255);
else
penew[i]=0xffffffff; // If the palette contains transparent colors keep them.
}
}
else
{
// apply any translation.
// The ice and blood color translations are done directly
// because that yields better results.
switch(translation)
{
case CM_GRAY:
ModifyPalette(penew, palette, CM_GRAY, 256);
break;
case CM_ICE:
ModifyPalette(penew, palette, CM_ICE, 256);
break;
default:
{
PalEntry *ptrans = GLTranslationPalette::GetPalette(translation);
if (ptrans)
{
for(i = 0; i < 256; i++)
{
penew[i] = (ptrans[i]&0xffffff) | (palette[i]&0xff000000);
}
break;
}
}
case 0:
memcpy(penew, palette, 256*sizeof(PalEntry));
break;
}
if (cm!=0)
{
// Apply color modifications like invulnerability, desaturation and Boom colormaps
ModifyPalette(penew, penew, cm, 256);
}
}
// Now penew contains the actual palette that is to be used for creating the image.
// convert the image according to the translated palette.
// Please note that the alpha of the passed palette is inverted. This is
// so that the base palette can be used without constantly changing it.
// This can also handle full PNG translucency.
for (y=0;y<srcheight;y++)
{
Update to ZDoom r922: - Added Martin Howe's fixes for morphing and DECORATE function prototypes. - Minor fixes in texture code. - Fixed: The FMOD::System object was never released, only closed, so snd_reset would eventually run into the hard limit on the total number of FMOD::System objects that can be created concurrently (currently 15). - Added proper error checks to the FMOD initialization process. - Updated fmod_wrap.h for FMOD 4.14. - Set note velocity back to using a linear sounding volume curve, although it's now used to scale channel volume and expression, so recompute_amp() is still only doing one volume curve lookup. - Fixed: TimidityMIDIDevice caused a crash at the end of a non-looping song. - Made translation support for multipatch textures operational. - Added support for the GUS patch format's scale_frequency and scale_factor parameters. These seem to be used primarily to restrict percussion instruments to specific notes. - Changed note velocity to not use the volume curve in recompute_amp(), since this sounds closer to TiMidity++, although I don't believe it's correct MIDI behavior. Also changed expression so that it scales the channel volume before going through the curve. - Reworked load_instrument() to be less opaque. - Went through the TiMidity code and removed pretty much all of the SDL_mixer extensions. The only exception would be kill_others(), which I reworked into a kill_key_group() function, which should be useful for DLS instruments in the future. - Added translation support to multipatch textures. Not tested yet! - Added Martin Howe's morph weapon update. - Changed true color texture creation to use a newly defined Bitmap class instead of having the copy functions in the frame buffer class. - Fixed: The WolfSS didn't have its obituary defined. - Added submission for ACS CheckPlayerCamera ACS function. - Removed FRadiusThingsIterator after discovering that VC++ misoptimized it in P_CheckPosition. Now FBlockThingsIterator is used with the distance check being done manually. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@94 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-17 20:58:50 +00:00
pos=(y*Pitch);
for (x=0;x<srcwidth;x++,pos+=4)
{
int v=(unsigned char)patch[y*step_y+x*step_x];
if (penew[v].a==0)
{
buffer[pos]=penew[v].r;
buffer[pos+1]=penew[v].g;
buffer[pos+2]=penew[v].b;
buffer[pos+3]=255-penew[v].a;
}
else if (penew[v].a!=255)
{
buffer[pos ] = (buffer[pos ] * penew[v].a + penew[v].r * (1-penew[v].a)) / 255;
buffer[pos+1] = (buffer[pos+1] * penew[v].a + penew[v].g * (1-penew[v].a)) / 255;
buffer[pos+2] = (buffer[pos+2] * penew[v].a + penew[v].b * (1-penew[v].a)) / 255;
buffer[pos+3] = clamp<int>(buffer[pos+3] + (( 255-buffer[pos+3]) * (255-penew[v].a))/255, 0, 255);
}
}
}
}
}
//===========================================================================
//
// FWarpTexture::CopyTrueColorPixels
//
// Since the base texture can be anything the warping must be done in
// true color
//
//===========================================================================
Update to ZDoom r922: - Added Martin Howe's fixes for morphing and DECORATE function prototypes. - Minor fixes in texture code. - Fixed: The FMOD::System object was never released, only closed, so snd_reset would eventually run into the hard limit on the total number of FMOD::System objects that can be created concurrently (currently 15). - Added proper error checks to the FMOD initialization process. - Updated fmod_wrap.h for FMOD 4.14. - Set note velocity back to using a linear sounding volume curve, although it's now used to scale channel volume and expression, so recompute_amp() is still only doing one volume curve lookup. - Fixed: TimidityMIDIDevice caused a crash at the end of a non-looping song. - Made translation support for multipatch textures operational. - Added support for the GUS patch format's scale_frequency and scale_factor parameters. These seem to be used primarily to restrict percussion instruments to specific notes. - Changed note velocity to not use the volume curve in recompute_amp(), since this sounds closer to TiMidity++, although I don't believe it's correct MIDI behavior. Also changed expression so that it scales the channel volume before going through the curve. - Reworked load_instrument() to be less opaque. - Went through the TiMidity code and removed pretty much all of the SDL_mixer extensions. The only exception would be kill_others(), which I reworked into a kill_key_group() function, which should be useful for DLS instruments in the future. - Added translation support to multipatch textures. Not tested yet! - Added Martin Howe's morph weapon update. - Changed true color texture creation to use a newly defined Bitmap class instead of having the copy functions in the frame buffer class. - Fixed: The WolfSS didn't have its obituary defined. - Added submission for ACS CheckPlayerCamera ACS function. - Removed FRadiusThingsIterator after discovering that VC++ misoptimized it in P_CheckPosition. Now FBlockThingsIterator is used with the distance check being done manually. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@94 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-17 20:58:50 +00:00
int FWarpTexture::CopyTrueColorPixels(FBitmap *bmp, int xx, int yy, int rotate, FCopyInfo *inf)
{
Update to ZDoom r922: - Added Martin Howe's fixes for morphing and DECORATE function prototypes. - Minor fixes in texture code. - Fixed: The FMOD::System object was never released, only closed, so snd_reset would eventually run into the hard limit on the total number of FMOD::System objects that can be created concurrently (currently 15). - Added proper error checks to the FMOD initialization process. - Updated fmod_wrap.h for FMOD 4.14. - Set note velocity back to using a linear sounding volume curve, although it's now used to scale channel volume and expression, so recompute_amp() is still only doing one volume curve lookup. - Fixed: TimidityMIDIDevice caused a crash at the end of a non-looping song. - Made translation support for multipatch textures operational. - Added support for the GUS patch format's scale_frequency and scale_factor parameters. These seem to be used primarily to restrict percussion instruments to specific notes. - Changed note velocity to not use the volume curve in recompute_amp(), since this sounds closer to TiMidity++, although I don't believe it's correct MIDI behavior. Also changed expression so that it scales the channel volume before going through the curve. - Reworked load_instrument() to be less opaque. - Went through the TiMidity code and removed pretty much all of the SDL_mixer extensions. The only exception would be kill_others(), which I reworked into a kill_key_group() function, which should be useful for DLS instruments in the future. - Added translation support to multipatch textures. Not tested yet! - Added Martin Howe's morph weapon update. - Changed true color texture creation to use a newly defined Bitmap class instead of having the copy functions in the frame buffer class. - Fixed: The WolfSS didn't have its obituary defined. - Added submission for ACS CheckPlayerCamera ACS function. - Removed FRadiusThingsIterator after discovering that VC++ misoptimized it in P_CheckPosition. Now FBlockThingsIterator is used with the distance check being done manually. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@94 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-17 20:58:50 +00:00
int buf_pitch = bmp->GetPitch();
int buf_width = bmp->GetWidth();
int buf_height = bmp->GetHeight();
if (gl_warp_shader || gl_glsl_renderer || rotate != 0 || inf != NULL || Width > 256 || Height > 256)
{
Update to ZDoom r922: - Added Martin Howe's fixes for morphing and DECORATE function prototypes. - Minor fixes in texture code. - Fixed: The FMOD::System object was never released, only closed, so snd_reset would eventually run into the hard limit on the total number of FMOD::System objects that can be created concurrently (currently 15). - Added proper error checks to the FMOD initialization process. - Updated fmod_wrap.h for FMOD 4.14. - Set note velocity back to using a linear sounding volume curve, although it's now used to scale channel volume and expression, so recompute_amp() is still only doing one volume curve lookup. - Fixed: TimidityMIDIDevice caused a crash at the end of a non-looping song. - Made translation support for multipatch textures operational. - Added support for the GUS patch format's scale_frequency and scale_factor parameters. These seem to be used primarily to restrict percussion instruments to specific notes. - Changed note velocity to not use the volume curve in recompute_amp(), since this sounds closer to TiMidity++, although I don't believe it's correct MIDI behavior. Also changed expression so that it scales the channel volume before going through the curve. - Reworked load_instrument() to be less opaque. - Went through the TiMidity code and removed pretty much all of the SDL_mixer extensions. The only exception would be kill_others(), which I reworked into a kill_key_group() function, which should be useful for DLS instruments in the future. - Added translation support to multipatch textures. Not tested yet! - Added Martin Howe's morph weapon update. - Changed true color texture creation to use a newly defined Bitmap class instead of having the copy functions in the frame buffer class. - Fixed: The WolfSS didn't have its obituary defined. - Added submission for ACS CheckPlayerCamera ACS function. - Removed FRadiusThingsIterator after discovering that VC++ misoptimized it in P_CheckPosition. Now FBlockThingsIterator is used with the distance check being done manually. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@94 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-17 20:58:50 +00:00
return SourcePic->CopyTrueColorPixels(bmp, xx, yy, rotate, inf);
}
Update to ZDoom r922: - Added Martin Howe's fixes for morphing and DECORATE function prototypes. - Minor fixes in texture code. - Fixed: The FMOD::System object was never released, only closed, so snd_reset would eventually run into the hard limit on the total number of FMOD::System objects that can be created concurrently (currently 15). - Added proper error checks to the FMOD initialization process. - Updated fmod_wrap.h for FMOD 4.14. - Set note velocity back to using a linear sounding volume curve, although it's now used to scale channel volume and expression, so recompute_amp() is still only doing one volume curve lookup. - Fixed: TimidityMIDIDevice caused a crash at the end of a non-looping song. - Made translation support for multipatch textures operational. - Added support for the GUS patch format's scale_frequency and scale_factor parameters. These seem to be used primarily to restrict percussion instruments to specific notes. - Changed note velocity to not use the volume curve in recompute_amp(), since this sounds closer to TiMidity++, although I don't believe it's correct MIDI behavior. Also changed expression so that it scales the channel volume before going through the curve. - Reworked load_instrument() to be less opaque. - Went through the TiMidity code and removed pretty much all of the SDL_mixer extensions. The only exception would be kill_others(), which I reworked into a kill_key_group() function, which should be useful for DLS instruments in the future. - Added translation support to multipatch textures. Not tested yet! - Added Martin Howe's morph weapon update. - Changed true color texture creation to use a newly defined Bitmap class instead of having the copy functions in the frame buffer class. - Fixed: The WolfSS didn't have its obituary defined. - Added submission for ACS CheckPlayerCamera ACS function. - Removed FRadiusThingsIterator after discovering that VC++ misoptimized it in P_CheckPosition. Now FBlockThingsIterator is used with the distance check being done manually. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@94 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-17 20:58:50 +00:00
FGLBitmap inb;
if (!inb.Create(Width, Height))
return false;
unsigned long * in = (unsigned long *)inb.GetPixels();
unsigned long * out;
bool direct;
FGLTexture *gltex = FGLTexture::ValidateTexture(this);
gltex->createWarped = true;
if (Width == buf_width && Height == buf_height && xx==0 && yy==0)
{
Update to ZDoom r922: - Added Martin Howe's fixes for morphing and DECORATE function prototypes. - Minor fixes in texture code. - Fixed: The FMOD::System object was never released, only closed, so snd_reset would eventually run into the hard limit on the total number of FMOD::System objects that can be created concurrently (currently 15). - Added proper error checks to the FMOD initialization process. - Updated fmod_wrap.h for FMOD 4.14. - Set note velocity back to using a linear sounding volume curve, although it's now used to scale channel volume and expression, so recompute_amp() is still only doing one volume curve lookup. - Fixed: TimidityMIDIDevice caused a crash at the end of a non-looping song. - Made translation support for multipatch textures operational. - Added support for the GUS patch format's scale_frequency and scale_factor parameters. These seem to be used primarily to restrict percussion instruments to specific notes. - Changed note velocity to not use the volume curve in recompute_amp(), since this sounds closer to TiMidity++, although I don't believe it's correct MIDI behavior. Also changed expression so that it scales the channel volume before going through the curve. - Reworked load_instrument() to be less opaque. - Went through the TiMidity code and removed pretty much all of the SDL_mixer extensions. The only exception would be kill_others(), which I reworked into a kill_key_group() function, which should be useful for DLS instruments in the future. - Added translation support to multipatch textures. Not tested yet! - Added Martin Howe's morph weapon update. - Changed true color texture creation to use a newly defined Bitmap class instead of having the copy functions in the frame buffer class. - Fixed: The WolfSS didn't have its obituary defined. - Added submission for ACS CheckPlayerCamera ACS function. - Removed FRadiusThingsIterator after discovering that VC++ misoptimized it in P_CheckPosition. Now FBlockThingsIterator is used with the distance check being done manually. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@94 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-17 20:58:50 +00:00
out = (unsigned long*)bmp->GetPixels();
direct=true;
}
else
{
out = new unsigned long[Width*Height];
direct=false;
}
GenTime = r_FrameTime;
if (SourcePic->bMasked) memset(in, 0, Width*Height*sizeof(long));
Update to ZDoom r922: - Added Martin Howe's fixes for morphing and DECORATE function prototypes. - Minor fixes in texture code. - Fixed: The FMOD::System object was never released, only closed, so snd_reset would eventually run into the hard limit on the total number of FMOD::System objects that can be created concurrently (currently 15). - Added proper error checks to the FMOD initialization process. - Updated fmod_wrap.h for FMOD 4.14. - Set note velocity back to using a linear sounding volume curve, although it's now used to scale channel volume and expression, so recompute_amp() is still only doing one volume curve lookup. - Fixed: TimidityMIDIDevice caused a crash at the end of a non-looping song. - Made translation support for multipatch textures operational. - Added support for the GUS patch format's scale_frequency and scale_factor parameters. These seem to be used primarily to restrict percussion instruments to specific notes. - Changed note velocity to not use the volume curve in recompute_amp(), since this sounds closer to TiMidity++, although I don't believe it's correct MIDI behavior. Also changed expression so that it scales the channel volume before going through the curve. - Reworked load_instrument() to be less opaque. - Went through the TiMidity code and removed pretty much all of the SDL_mixer extensions. The only exception would be kill_others(), which I reworked into a kill_key_group() function, which should be useful for DLS instruments in the future. - Added translation support to multipatch textures. Not tested yet! - Added Martin Howe's morph weapon update. - Changed true color texture creation to use a newly defined Bitmap class instead of having the copy functions in the frame buffer class. - Fixed: The WolfSS didn't have its obituary defined. - Added submission for ACS CheckPlayerCamera ACS function. - Removed FRadiusThingsIterator after discovering that VC++ misoptimized it in P_CheckPosition. Now FBlockThingsIterator is used with the distance check being done manually. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@94 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-17 20:58:50 +00:00
int ret = SourcePic->CopyTrueColorPixels(&inb, 0, 0);
Update to ZDoom r922: - Added Martin Howe's fixes for morphing and DECORATE function prototypes. - Minor fixes in texture code. - Fixed: The FMOD::System object was never released, only closed, so snd_reset would eventually run into the hard limit on the total number of FMOD::System objects that can be created concurrently (currently 15). - Added proper error checks to the FMOD initialization process. - Updated fmod_wrap.h for FMOD 4.14. - Set note velocity back to using a linear sounding volume curve, although it's now used to scale channel volume and expression, so recompute_amp() is still only doing one volume curve lookup. - Fixed: TimidityMIDIDevice caused a crash at the end of a non-looping song. - Made translation support for multipatch textures operational. - Added support for the GUS patch format's scale_frequency and scale_factor parameters. These seem to be used primarily to restrict percussion instruments to specific notes. - Changed note velocity to not use the volume curve in recompute_amp(), since this sounds closer to TiMidity++, although I don't believe it's correct MIDI behavior. Also changed expression so that it scales the channel volume before going through the curve. - Reworked load_instrument() to be less opaque. - Went through the TiMidity code and removed pretty much all of the SDL_mixer extensions. The only exception would be kill_others(), which I reworked into a kill_key_group() function, which should be useful for DLS instruments in the future. - Added translation support to multipatch textures. Not tested yet! - Added Martin Howe's morph weapon update. - Changed true color texture creation to use a newly defined Bitmap class instead of having the copy functions in the frame buffer class. - Fixed: The WolfSS didn't have its obituary defined. - Added submission for ACS CheckPlayerCamera ACS function. - Removed FRadiusThingsIterator after discovering that VC++ misoptimized it in P_CheckPosition. Now FBlockThingsIterator is used with the distance check being done manually. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@94 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-17 20:58:50 +00:00
static unsigned long linebuffer[256]; // anything larger will bring down performance so it is excluded above.
int timebase = r_FrameTime*23/28;
int xsize = Width;
int ysize = Height;
int xmask = xsize - 1;
int ymask = ysize - 1;
int ds_xbits;
int i,x;
for(ds_xbits=-1,i=Width; i; i>>=1, ds_xbits++);
for (x = xsize-1; x >= 0; x--)
{
int yt, yf = (finesine[(timebase+(x+17)*128)&FINEMASK]>>13) & ymask;
const unsigned long *source = in + x;
unsigned long *dest = out + x;
for (yt = ysize; yt; yt--, yf = (yf+1)&ymask, dest += xsize)
{
*dest = *(source+(yf<<ds_xbits));
}
}
timebase = r_FrameTime*32/28;
int y;
for (y = ysize-1; y >= 0; y--)
{
int xt, xf = (finesine[(timebase+y*128)&FINEMASK]>>13) & xmask;
unsigned long *source = out + (y<<ds_xbits);
unsigned long *dest = linebuffer;
for (xt = xsize; xt; xt--, xf = (xf+1)&xmask)
{
*dest++ = *(source+xf);
}
memcpy (out+y*xsize, linebuffer, xsize*sizeof(unsigned long));
}
if (!direct)
{
// Negative offsets cannot occur here.
if (xx<0) xx=0;
if (yy<0) yy=0;
Update to ZDoom r922: - Added Martin Howe's fixes for morphing and DECORATE function prototypes. - Minor fixes in texture code. - Fixed: The FMOD::System object was never released, only closed, so snd_reset would eventually run into the hard limit on the total number of FMOD::System objects that can be created concurrently (currently 15). - Added proper error checks to the FMOD initialization process. - Updated fmod_wrap.h for FMOD 4.14. - Set note velocity back to using a linear sounding volume curve, although it's now used to scale channel volume and expression, so recompute_amp() is still only doing one volume curve lookup. - Fixed: TimidityMIDIDevice caused a crash at the end of a non-looping song. - Made translation support for multipatch textures operational. - Added support for the GUS patch format's scale_frequency and scale_factor parameters. These seem to be used primarily to restrict percussion instruments to specific notes. - Changed note velocity to not use the volume curve in recompute_amp(), since this sounds closer to TiMidity++, although I don't believe it's correct MIDI behavior. Also changed expression so that it scales the channel volume before going through the curve. - Reworked load_instrument() to be less opaque. - Went through the TiMidity code and removed pretty much all of the SDL_mixer extensions. The only exception would be kill_others(), which I reworked into a kill_key_group() function, which should be useful for DLS instruments in the future. - Added translation support to multipatch textures. Not tested yet! - Added Martin Howe's morph weapon update. - Changed true color texture creation to use a newly defined Bitmap class instead of having the copy functions in the frame buffer class. - Fixed: The WolfSS didn't have its obituary defined. - Added submission for ACS CheckPlayerCamera ACS function. - Removed FRadiusThingsIterator after discovering that VC++ misoptimized it in P_CheckPosition. Now FBlockThingsIterator is used with the distance check being done manually. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@94 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-17 20:58:50 +00:00
unsigned long * targ = ((unsigned long*)bmp->GetPixels()) + xx + yy*buf_width;
int linelen=MIN<int>(Width, buf_width-xx);
int linecount=MIN<int>(Height, buf_height-yy);
for(i=0;i<linecount;i++)
{
memcpy(targ, &out[Width*i], linelen*sizeof(unsigned long));
targ+=buf_width;
}
delete [] out;
}
GenTime=r_FrameTime;
return ret;
}
//===========================================================================
//
// FWarpTexture::CopyTrueColorPixels
//
// Since the base texture can be anything the warping must be done in
// true color
//
//===========================================================================
Update to ZDoom r922: - Added Martin Howe's fixes for morphing and DECORATE function prototypes. - Minor fixes in texture code. - Fixed: The FMOD::System object was never released, only closed, so snd_reset would eventually run into the hard limit on the total number of FMOD::System objects that can be created concurrently (currently 15). - Added proper error checks to the FMOD initialization process. - Updated fmod_wrap.h for FMOD 4.14. - Set note velocity back to using a linear sounding volume curve, although it's now used to scale channel volume and expression, so recompute_amp() is still only doing one volume curve lookup. - Fixed: TimidityMIDIDevice caused a crash at the end of a non-looping song. - Made translation support for multipatch textures operational. - Added support for the GUS patch format's scale_frequency and scale_factor parameters. These seem to be used primarily to restrict percussion instruments to specific notes. - Changed note velocity to not use the volume curve in recompute_amp(), since this sounds closer to TiMidity++, although I don't believe it's correct MIDI behavior. Also changed expression so that it scales the channel volume before going through the curve. - Reworked load_instrument() to be less opaque. - Went through the TiMidity code and removed pretty much all of the SDL_mixer extensions. The only exception would be kill_others(), which I reworked into a kill_key_group() function, which should be useful for DLS instruments in the future. - Added translation support to multipatch textures. Not tested yet! - Added Martin Howe's morph weapon update. - Changed true color texture creation to use a newly defined Bitmap class instead of having the copy functions in the frame buffer class. - Fixed: The WolfSS didn't have its obituary defined. - Added submission for ACS CheckPlayerCamera ACS function. - Removed FRadiusThingsIterator after discovering that VC++ misoptimized it in P_CheckPosition. Now FBlockThingsIterator is used with the distance check being done manually. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@94 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-17 20:58:50 +00:00
int FWarp2Texture::CopyTrueColorPixels(FBitmap *bmp, int xx, int yy, int rotate, FCopyInfo *inf)
{
Update to ZDoom r922: - Added Martin Howe's fixes for morphing and DECORATE function prototypes. - Minor fixes in texture code. - Fixed: The FMOD::System object was never released, only closed, so snd_reset would eventually run into the hard limit on the total number of FMOD::System objects that can be created concurrently (currently 15). - Added proper error checks to the FMOD initialization process. - Updated fmod_wrap.h for FMOD 4.14. - Set note velocity back to using a linear sounding volume curve, although it's now used to scale channel volume and expression, so recompute_amp() is still only doing one volume curve lookup. - Fixed: TimidityMIDIDevice caused a crash at the end of a non-looping song. - Made translation support for multipatch textures operational. - Added support for the GUS patch format's scale_frequency and scale_factor parameters. These seem to be used primarily to restrict percussion instruments to specific notes. - Changed note velocity to not use the volume curve in recompute_amp(), since this sounds closer to TiMidity++, although I don't believe it's correct MIDI behavior. Also changed expression so that it scales the channel volume before going through the curve. - Reworked load_instrument() to be less opaque. - Went through the TiMidity code and removed pretty much all of the SDL_mixer extensions. The only exception would be kill_others(), which I reworked into a kill_key_group() function, which should be useful for DLS instruments in the future. - Added translation support to multipatch textures. Not tested yet! - Added Martin Howe's morph weapon update. - Changed true color texture creation to use a newly defined Bitmap class instead of having the copy functions in the frame buffer class. - Fixed: The WolfSS didn't have its obituary defined. - Added submission for ACS CheckPlayerCamera ACS function. - Removed FRadiusThingsIterator after discovering that VC++ misoptimized it in P_CheckPosition. Now FBlockThingsIterator is used with the distance check being done manually. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@94 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-17 20:58:50 +00:00
int buf_pitch = bmp->GetPitch();
int buf_width = bmp->GetWidth();
int buf_height = bmp->GetHeight();
if (gl_warp_shader || gl_glsl_renderer || rotate != 0 || inf != NULL || Width > 256 || Height > 256)
{
Update to ZDoom r922: - Added Martin Howe's fixes for morphing and DECORATE function prototypes. - Minor fixes in texture code. - Fixed: The FMOD::System object was never released, only closed, so snd_reset would eventually run into the hard limit on the total number of FMOD::System objects that can be created concurrently (currently 15). - Added proper error checks to the FMOD initialization process. - Updated fmod_wrap.h for FMOD 4.14. - Set note velocity back to using a linear sounding volume curve, although it's now used to scale channel volume and expression, so recompute_amp() is still only doing one volume curve lookup. - Fixed: TimidityMIDIDevice caused a crash at the end of a non-looping song. - Made translation support for multipatch textures operational. - Added support for the GUS patch format's scale_frequency and scale_factor parameters. These seem to be used primarily to restrict percussion instruments to specific notes. - Changed note velocity to not use the volume curve in recompute_amp(), since this sounds closer to TiMidity++, although I don't believe it's correct MIDI behavior. Also changed expression so that it scales the channel volume before going through the curve. - Reworked load_instrument() to be less opaque. - Went through the TiMidity code and removed pretty much all of the SDL_mixer extensions. The only exception would be kill_others(), which I reworked into a kill_key_group() function, which should be useful for DLS instruments in the future. - Added translation support to multipatch textures. Not tested yet! - Added Martin Howe's morph weapon update. - Changed true color texture creation to use a newly defined Bitmap class instead of having the copy functions in the frame buffer class. - Fixed: The WolfSS didn't have its obituary defined. - Added submission for ACS CheckPlayerCamera ACS function. - Removed FRadiusThingsIterator after discovering that VC++ misoptimized it in P_CheckPosition. Now FBlockThingsIterator is used with the distance check being done manually. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@94 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-17 20:58:50 +00:00
return SourcePic->CopyTrueColorPixels(bmp, xx, yy, rotate, inf);
}
Update to ZDoom r922: - Added Martin Howe's fixes for morphing and DECORATE function prototypes. - Minor fixes in texture code. - Fixed: The FMOD::System object was never released, only closed, so snd_reset would eventually run into the hard limit on the total number of FMOD::System objects that can be created concurrently (currently 15). - Added proper error checks to the FMOD initialization process. - Updated fmod_wrap.h for FMOD 4.14. - Set note velocity back to using a linear sounding volume curve, although it's now used to scale channel volume and expression, so recompute_amp() is still only doing one volume curve lookup. - Fixed: TimidityMIDIDevice caused a crash at the end of a non-looping song. - Made translation support for multipatch textures operational. - Added support for the GUS patch format's scale_frequency and scale_factor parameters. These seem to be used primarily to restrict percussion instruments to specific notes. - Changed note velocity to not use the volume curve in recompute_amp(), since this sounds closer to TiMidity++, although I don't believe it's correct MIDI behavior. Also changed expression so that it scales the channel volume before going through the curve. - Reworked load_instrument() to be less opaque. - Went through the TiMidity code and removed pretty much all of the SDL_mixer extensions. The only exception would be kill_others(), which I reworked into a kill_key_group() function, which should be useful for DLS instruments in the future. - Added translation support to multipatch textures. Not tested yet! - Added Martin Howe's morph weapon update. - Changed true color texture creation to use a newly defined Bitmap class instead of having the copy functions in the frame buffer class. - Fixed: The WolfSS didn't have its obituary defined. - Added submission for ACS CheckPlayerCamera ACS function. - Removed FRadiusThingsIterator after discovering that VC++ misoptimized it in P_CheckPosition. Now FBlockThingsIterator is used with the distance check being done manually. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@94 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-17 20:58:50 +00:00
FGLBitmap inb;
if (!inb.Create(Width, Height))
return false;
unsigned long * in = (unsigned long *)inb.GetPixels();
unsigned long * out;
bool direct;
FGLTexture *gltex = FGLTexture::ValidateTexture(this);
gltex->createWarped = true;
if (Width == buf_width && Height == buf_height && xx==0 && yy==0)
{
Update to ZDoom r922: - Added Martin Howe's fixes for morphing and DECORATE function prototypes. - Minor fixes in texture code. - Fixed: The FMOD::System object was never released, only closed, so snd_reset would eventually run into the hard limit on the total number of FMOD::System objects that can be created concurrently (currently 15). - Added proper error checks to the FMOD initialization process. - Updated fmod_wrap.h for FMOD 4.14. - Set note velocity back to using a linear sounding volume curve, although it's now used to scale channel volume and expression, so recompute_amp() is still only doing one volume curve lookup. - Fixed: TimidityMIDIDevice caused a crash at the end of a non-looping song. - Made translation support for multipatch textures operational. - Added support for the GUS patch format's scale_frequency and scale_factor parameters. These seem to be used primarily to restrict percussion instruments to specific notes. - Changed note velocity to not use the volume curve in recompute_amp(), since this sounds closer to TiMidity++, although I don't believe it's correct MIDI behavior. Also changed expression so that it scales the channel volume before going through the curve. - Reworked load_instrument() to be less opaque. - Went through the TiMidity code and removed pretty much all of the SDL_mixer extensions. The only exception would be kill_others(), which I reworked into a kill_key_group() function, which should be useful for DLS instruments in the future. - Added translation support to multipatch textures. Not tested yet! - Added Martin Howe's morph weapon update. - Changed true color texture creation to use a newly defined Bitmap class instead of having the copy functions in the frame buffer class. - Fixed: The WolfSS didn't have its obituary defined. - Added submission for ACS CheckPlayerCamera ACS function. - Removed FRadiusThingsIterator after discovering that VC++ misoptimized it in P_CheckPosition. Now FBlockThingsIterator is used with the distance check being done manually. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@94 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-17 20:58:50 +00:00
out = (unsigned long*)bmp->GetPixels();
direct=true;
}
else
{
out = new unsigned long[Width*Height];
direct=false;
}
GenTime = r_FrameTime;
if (SourcePic->bMasked) memset(in, 0, Width*Height*sizeof(long));
Update to ZDoom r922: - Added Martin Howe's fixes for morphing and DECORATE function prototypes. - Minor fixes in texture code. - Fixed: The FMOD::System object was never released, only closed, so snd_reset would eventually run into the hard limit on the total number of FMOD::System objects that can be created concurrently (currently 15). - Added proper error checks to the FMOD initialization process. - Updated fmod_wrap.h for FMOD 4.14. - Set note velocity back to using a linear sounding volume curve, although it's now used to scale channel volume and expression, so recompute_amp() is still only doing one volume curve lookup. - Fixed: TimidityMIDIDevice caused a crash at the end of a non-looping song. - Made translation support for multipatch textures operational. - Added support for the GUS patch format's scale_frequency and scale_factor parameters. These seem to be used primarily to restrict percussion instruments to specific notes. - Changed note velocity to not use the volume curve in recompute_amp(), since this sounds closer to TiMidity++, although I don't believe it's correct MIDI behavior. Also changed expression so that it scales the channel volume before going through the curve. - Reworked load_instrument() to be less opaque. - Went through the TiMidity code and removed pretty much all of the SDL_mixer extensions. The only exception would be kill_others(), which I reworked into a kill_key_group() function, which should be useful for DLS instruments in the future. - Added translation support to multipatch textures. Not tested yet! - Added Martin Howe's morph weapon update. - Changed true color texture creation to use a newly defined Bitmap class instead of having the copy functions in the frame buffer class. - Fixed: The WolfSS didn't have its obituary defined. - Added submission for ACS CheckPlayerCamera ACS function. - Removed FRadiusThingsIterator after discovering that VC++ misoptimized it in P_CheckPosition. Now FBlockThingsIterator is used with the distance check being done manually. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@94 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-17 20:58:50 +00:00
int ret = SourcePic->CopyTrueColorPixels(&inb, 0, 0);
int xsize = Width;
int ysize = Height;
int xmask = xsize - 1;
int ymask = ysize - 1;
int ybits;
int x, y;
int i;
for(ybits=-1,i=ysize; i; i>>=1, ybits++);
DWORD timebase = r_FrameTime * 40 / 28;
for (x = xsize-1; x >= 0; x--)
{
for (y = ysize-1; y >= 0; y--)
{
int xt = (x + 128
+ ((finesine[(y*128 + timebase*5 + 900) & 8191]*2)>>FRACBITS)
+ ((finesine[(x*256 + timebase*4 + 300) & 8191]*2)>>FRACBITS)) & xmask;
int yt = (y + 128
+ ((finesine[(y*128 + timebase*3 + 700) & 8191]*2)>>FRACBITS)
+ ((finesine[(x*256 + timebase*4 + 1200) & 8191]*2)>>FRACBITS)) & ymask;
const unsigned long *source = in + (xt << ybits) + yt;
unsigned long *dest = out + (x << ybits) + y;
*dest = *source;
}
}
if (!direct)
{
Update to ZDoom r922: - Added Martin Howe's fixes for morphing and DECORATE function prototypes. - Minor fixes in texture code. - Fixed: The FMOD::System object was never released, only closed, so snd_reset would eventually run into the hard limit on the total number of FMOD::System objects that can be created concurrently (currently 15). - Added proper error checks to the FMOD initialization process. - Updated fmod_wrap.h for FMOD 4.14. - Set note velocity back to using a linear sounding volume curve, although it's now used to scale channel volume and expression, so recompute_amp() is still only doing one volume curve lookup. - Fixed: TimidityMIDIDevice caused a crash at the end of a non-looping song. - Made translation support for multipatch textures operational. - Added support for the GUS patch format's scale_frequency and scale_factor parameters. These seem to be used primarily to restrict percussion instruments to specific notes. - Changed note velocity to not use the volume curve in recompute_amp(), since this sounds closer to TiMidity++, although I don't believe it's correct MIDI behavior. Also changed expression so that it scales the channel volume before going through the curve. - Reworked load_instrument() to be less opaque. - Went through the TiMidity code and removed pretty much all of the SDL_mixer extensions. The only exception would be kill_others(), which I reworked into a kill_key_group() function, which should be useful for DLS instruments in the future. - Added translation support to multipatch textures. Not tested yet! - Added Martin Howe's morph weapon update. - Changed true color texture creation to use a newly defined Bitmap class instead of having the copy functions in the frame buffer class. - Fixed: The WolfSS didn't have its obituary defined. - Added submission for ACS CheckPlayerCamera ACS function. - Removed FRadiusThingsIterator after discovering that VC++ misoptimized it in P_CheckPosition. Now FBlockThingsIterator is used with the distance check being done manually. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@94 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-17 20:58:50 +00:00
// This can only happen for sprites so
// negative offsets cannot occur here.
if (xx<0) xx=0;
if (yy<0) yy=0;
Update to ZDoom r922: - Added Martin Howe's fixes for morphing and DECORATE function prototypes. - Minor fixes in texture code. - Fixed: The FMOD::System object was never released, only closed, so snd_reset would eventually run into the hard limit on the total number of FMOD::System objects that can be created concurrently (currently 15). - Added proper error checks to the FMOD initialization process. - Updated fmod_wrap.h for FMOD 4.14. - Set note velocity back to using a linear sounding volume curve, although it's now used to scale channel volume and expression, so recompute_amp() is still only doing one volume curve lookup. - Fixed: TimidityMIDIDevice caused a crash at the end of a non-looping song. - Made translation support for multipatch textures operational. - Added support for the GUS patch format's scale_frequency and scale_factor parameters. These seem to be used primarily to restrict percussion instruments to specific notes. - Changed note velocity to not use the volume curve in recompute_amp(), since this sounds closer to TiMidity++, although I don't believe it's correct MIDI behavior. Also changed expression so that it scales the channel volume before going through the curve. - Reworked load_instrument() to be less opaque. - Went through the TiMidity code and removed pretty much all of the SDL_mixer extensions. The only exception would be kill_others(), which I reworked into a kill_key_group() function, which should be useful for DLS instruments in the future. - Added translation support to multipatch textures. Not tested yet! - Added Martin Howe's morph weapon update. - Changed true color texture creation to use a newly defined Bitmap class instead of having the copy functions in the frame buffer class. - Fixed: The WolfSS didn't have its obituary defined. - Added submission for ACS CheckPlayerCamera ACS function. - Removed FRadiusThingsIterator after discovering that VC++ misoptimized it in P_CheckPosition. Now FBlockThingsIterator is used with the distance check being done manually. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@94 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-17 20:58:50 +00:00
unsigned long * targ = ((unsigned long*)bmp->GetPixels()) + xx + yy*buf_width;
int linelen=MIN<int>(Width, buf_width-xx);
int linecount=MIN<int>(Height, buf_height-yy);
for(i=0;i<linecount;i++)
{
memcpy(targ, &out[Width*i], linelen*sizeof(unsigned long));
Update to ZDoom r922: - Added Martin Howe's fixes for morphing and DECORATE function prototypes. - Minor fixes in texture code. - Fixed: The FMOD::System object was never released, only closed, so snd_reset would eventually run into the hard limit on the total number of FMOD::System objects that can be created concurrently (currently 15). - Added proper error checks to the FMOD initialization process. - Updated fmod_wrap.h for FMOD 4.14. - Set note velocity back to using a linear sounding volume curve, although it's now used to scale channel volume and expression, so recompute_amp() is still only doing one volume curve lookup. - Fixed: TimidityMIDIDevice caused a crash at the end of a non-looping song. - Made translation support for multipatch textures operational. - Added support for the GUS patch format's scale_frequency and scale_factor parameters. These seem to be used primarily to restrict percussion instruments to specific notes. - Changed note velocity to not use the volume curve in recompute_amp(), since this sounds closer to TiMidity++, although I don't believe it's correct MIDI behavior. Also changed expression so that it scales the channel volume before going through the curve. - Reworked load_instrument() to be less opaque. - Went through the TiMidity code and removed pretty much all of the SDL_mixer extensions. The only exception would be kill_others(), which I reworked into a kill_key_group() function, which should be useful for DLS instruments in the future. - Added translation support to multipatch textures. Not tested yet! - Added Martin Howe's morph weapon update. - Changed true color texture creation to use a newly defined Bitmap class instead of having the copy functions in the frame buffer class. - Fixed: The WolfSS didn't have its obituary defined. - Added submission for ACS CheckPlayerCamera ACS function. - Removed FRadiusThingsIterator after discovering that VC++ misoptimized it in P_CheckPosition. Now FBlockThingsIterator is used with the distance check being done manually. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@94 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-17 20:58:50 +00:00
targ+=buf_pitch/4;
}
delete [] out;
}
GenTime=r_FrameTime;
return ret;
}
//===========================================================================
//
// Camera texture rendering
//
//===========================================================================
void FCanvasTexture::RenderGLView (AActor *viewpoint, int fov)
{
gl_RenderTextureView(this, viewpoint, fov);
bNeedsUpdate = false;
bDidUpdate = true;
bFirstUpdate = false;
}
//==========================================================================
//
// Precaches a GL texture
//
//==========================================================================
void FTexture::PrecacheGL()
{
if (gl_precache)
{
FGLTexture * gltex = FGLTexture::ValidateTexture(this);
if (gltex)
{
if (UseType==FTexture::TEX_Sprite)
{
gltex->BindPatch(CM_DEFAULT);
}
else
{
gltex->Bind (CM_DEFAULT);
}
}
}
}
//==========================================================================
//
// Precaches a GL texture
//
//==========================================================================
void FTexture::UncacheGL()
{
if (Native)
{
FGLTexture * gltex = FGLTexture::ValidateTexture(this);
if (gltex) gltex->Clean(true);
}
}
//===========================================================================
//
// fake brightness maps
// These are generated for textures affected by a colormap with
// fullbright entries.
// These textures are only used internally by the GL renderer so
// all code for software rendering support is missing
//
//===========================================================================
FBrightmapTexture::FBrightmapTexture (FTexture *source)
{
SourcePic = source;
CopySize(source);
bNoDecals = source->bNoDecals;
Rotations = source->Rotations;
UseType = source->UseType;
}
FBrightmapTexture::~FBrightmapTexture ()
{
Unload();
}
const BYTE *FBrightmapTexture::GetColumn (unsigned int column, const Span **spans_out)
{
// not needed
return NULL;
}
const BYTE *FBrightmapTexture::GetPixels ()
{
// not needed
return NULL;
}
void FBrightmapTexture::Unload ()
{
}
Update to ZDoom r922: - Added Martin Howe's fixes for morphing and DECORATE function prototypes. - Minor fixes in texture code. - Fixed: The FMOD::System object was never released, only closed, so snd_reset would eventually run into the hard limit on the total number of FMOD::System objects that can be created concurrently (currently 15). - Added proper error checks to the FMOD initialization process. - Updated fmod_wrap.h for FMOD 4.14. - Set note velocity back to using a linear sounding volume curve, although it's now used to scale channel volume and expression, so recompute_amp() is still only doing one volume curve lookup. - Fixed: TimidityMIDIDevice caused a crash at the end of a non-looping song. - Made translation support for multipatch textures operational. - Added support for the GUS patch format's scale_frequency and scale_factor parameters. These seem to be used primarily to restrict percussion instruments to specific notes. - Changed note velocity to not use the volume curve in recompute_amp(), since this sounds closer to TiMidity++, although I don't believe it's correct MIDI behavior. Also changed expression so that it scales the channel volume before going through the curve. - Reworked load_instrument() to be less opaque. - Went through the TiMidity code and removed pretty much all of the SDL_mixer extensions. The only exception would be kill_others(), which I reworked into a kill_key_group() function, which should be useful for DLS instruments in the future. - Added translation support to multipatch textures. Not tested yet! - Added Martin Howe's morph weapon update. - Changed true color texture creation to use a newly defined Bitmap class instead of having the copy functions in the frame buffer class. - Fixed: The WolfSS didn't have its obituary defined. - Added submission for ACS CheckPlayerCamera ACS function. - Removed FRadiusThingsIterator after discovering that VC++ misoptimized it in P_CheckPosition. Now FBlockThingsIterator is used with the distance check being done manually. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@94 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-17 20:58:50 +00:00
int FBrightmapTexture::CopyTrueColorPixels(FBitmap *bmp, int x, int y, int rotate, FCopyInfo *inf)
{
Update to ZDoom r922: - Added Martin Howe's fixes for morphing and DECORATE function prototypes. - Minor fixes in texture code. - Fixed: The FMOD::System object was never released, only closed, so snd_reset would eventually run into the hard limit on the total number of FMOD::System objects that can be created concurrently (currently 15). - Added proper error checks to the FMOD initialization process. - Updated fmod_wrap.h for FMOD 4.14. - Set note velocity back to using a linear sounding volume curve, although it's now used to scale channel volume and expression, so recompute_amp() is still only doing one volume curve lookup. - Fixed: TimidityMIDIDevice caused a crash at the end of a non-looping song. - Made translation support for multipatch textures operational. - Added support for the GUS patch format's scale_frequency and scale_factor parameters. These seem to be used primarily to restrict percussion instruments to specific notes. - Changed note velocity to not use the volume curve in recompute_amp(), since this sounds closer to TiMidity++, although I don't believe it's correct MIDI behavior. Also changed expression so that it scales the channel volume before going through the curve. - Reworked load_instrument() to be less opaque. - Went through the TiMidity code and removed pretty much all of the SDL_mixer extensions. The only exception would be kill_others(), which I reworked into a kill_key_group() function, which should be useful for DLS instruments in the future. - Added translation support to multipatch textures. Not tested yet! - Added Martin Howe's morph weapon update. - Changed true color texture creation to use a newly defined Bitmap class instead of having the copy functions in the frame buffer class. - Fixed: The WolfSS didn't have its obituary defined. - Added submission for ACS CheckPlayerCamera ACS function. - Removed FRadiusThingsIterator after discovering that VC++ misoptimized it in P_CheckPosition. Now FBlockThingsIterator is used with the distance check being done manually. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@94 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-17 20:58:50 +00:00
SourcePic->CopyTrueColorTranslated(bmp, x, y, rotate, &GlobalBrightmap);
return 0;
}
//===========================================================================
//
// The GL texture maintenance class
//
//===========================================================================
TArray<FGLTexture *> FGLTexture::gltextures;
//===========================================================================
//
// Constructor
//
//===========================================================================
FGLTexture::FGLTexture(FTexture * tx)
{
tex = tx;
glpatch=NULL;
gltexture=NULL;
Shader = NULL;
HiresLump=-1;
hirestexture = NULL;
areacount = 0;
areas = NULL;
createWarped = false;
bHasColorkey = false;
Width = tex->GetWidth();
Height = tex->GetHeight();
LeftOffset = tex->LeftOffset;
TopOffset = tex->TopOffset;
RenderWidth = tex->GetScaledWidth();
RenderHeight = tex->GetScaledHeight();
scalex = tex->xScale/(float)FRACUNIT;
scaley = tex->yScale/(float)FRACUNIT;
// a little adjustment to make sprites look better with texture filtering:
// create a 1 pixel wide empty frame around them.
if (tex->UseType == FTexture::TEX_Sprite ||
tex->UseType == FTexture::TEX_SkinSprite ||
tex->UseType == FTexture::TEX_Decal)
{
RenderWidth+=2;
RenderHeight+=2;
Width+=2;
Height+=2;
LeftOffset+=1;
TopOffset+=1;
}
if ((gl.flags & RFL_GLSL) && tx->UseBasePalette() && HasGlobalBrightmap &&
tx->UseType != FTexture::TEX_Autopage && tx->UseType != FTexture::TEX_Decal &&
tx->UseType != FTexture::TEX_MiscPatch && tx->UseType != FTexture::TEX_FontChar &&
tex->bm_info.Brightmap == NULL
)
{
tex->bm_info.Brightmap = new FBrightmapTexture(tx);
tex->bm_info.Brightmap->bm_info.bIsBrightmap=-1;
}
bIsTransparent = -1;
if (tex->bHasCanvas) scaley=-scaley;
index = gltextures.Push(this);
}
//===========================================================================
//
// Destructor
//
//===========================================================================
FGLTexture::~FGLTexture()
{
Clean(true);
if (areas) delete [] areas;
if (hirestexture) delete hirestexture;
for(unsigned i=0;i<gltextures.Size();i++)
{
if (gltextures[i]==this)
{
gltextures.Delete(i);
break;
}
}
}
//===========================================================================
//
// Update
//
//===========================================================================
bool FGLTexture::Update ()
{
return false;
}
//===========================================================================
//
// GetRect
//
//===========================================================================
void FGLTexture::GetRect(GL_RECT * r) const
{
r->left=-(float)GetScaledLeftOffset();
r->top=-(float)GetScaledTopOffset();
r->width=(float)TextureWidth();
r->height=(float)TextureHeight();
}
//===========================================================================
//
// 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 FGLTexture::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 (tex->UseType==FTexture::TEX_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>256) 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
GL_RECT * rcs=new GL_RECT[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;
areacount=gapc;
return false;
}
//===========================================================================
//
// smooth the edges of transparent fields in the texture
// returns false when nothing is manipulated to save the work on further
// levels
// 28/10/2003: major optimization: This function was far too pedantic.
// taking the value of one of the neighboring pixels is fully sufficient
//
//===========================================================================
#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 ? (( ((long*)l1)[0] = ((long*)l1)[ofs]&SOME_MASK), trans=true ) : false)
bool FGLTexture::SmoothEdges(unsigned char * buffer,int w, int h, bool clampsides)
{
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.
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);
l1+=4;
for(x=1;x<w-1;x++, l1+=4)
{
if (l1[MSB]==0 && !CHKPIX(-1) && !CHKPIX(1)) CHKPIX(w);
}
if (l1[MSB]==0 && !CHKPIX(-1)) CHKPIX(w);
l1+=4;
for(y=1;y<h-1;y++)
{
if (l1[MSB]==0 && !CHKPIX(-w) && !CHKPIX(1)) CHKPIX(w);
l1+=4;
for(x=1;x<w-1;x++, l1+=4)
{
if (l1[MSB]==0 && !CHKPIX(-w) && !CHKPIX(-1) && !CHKPIX(1)) CHKPIX(w);
}
if (l1[MSB]==0 && !CHKPIX(-w) && !CHKPIX(-1)) CHKPIX(w);
l1+=4;
}
if (l1[MSB]==0 && !CHKPIX(-w)) CHKPIX(1);
l1+=4;
for(x=1;x<w-1;x++, l1+=4)
{
if (l1[MSB]==0 && !CHKPIX(-w) && !CHKPIX(-1)) CHKPIX(1);
}
if (l1[MSB]==0 && !CHKPIX(-w)) CHKPIX(-1);
return trans;
}
//===========================================================================
//
// Post-process the texture data after the buffer has been created
//
//===========================================================================
bool FGLTexture::ProcessData(unsigned char * buffer, int w, int h, int cm, bool ispatch)
{
if (tex->bm_info.bIsBrightmap==-1)
{
DWORD * dwbuf = (DWORD*)buffer;
for(int i=0;i<w*h;i++)
{
if ((dwbuf[i]&0xffffff) != 0)
{
tex->bm_info.bIsBrightmap = 1;
break;
}
}
if (tex->bm_info.bIsBrightmap == -1)
{
tex->bm_info.bIsBrightmap = 0;
return false;
}
}
else if (tex->bMasked && !tex->bm_info.bIsBrightmap)
{
tex->bMasked=SmoothEdges(buffer, w, h, ispatch);
if (tex->bMasked && !ispatch) FindHoles(buffer, w, h);
}
return true;
}
//===========================================================================
//
// Checks for transparent pixels if there is no simpler means to get
// this information
//
//===========================================================================
void FGLTexture::CheckTrans(unsigned char * buffer, int size, int trans)
{
if (bIsTransparent == -1)
{
bIsTransparent = trans;
if (trans == -1)
{
DWORD * dwbuf = (DWORD*)buffer;
if (bIsTransparent == -1) for(int i=0;i<size;i++)
{
DWORD alpha = dwbuf[i]>>24;
if (alpha != 0xff && alpha != 0)
{
bIsTransparent = 1;
return;
}
}
}
bIsTransparent = 0;
}
}
//===========================================================================
//
// Deletes all allocated resources
//
//===========================================================================
void FGLTexture::Clean(bool all)
{
WorldTextureInfo::Clean(all);
PatchTextureInfo::Clean(all);
createWarped = false;
}
//===========================================================================
//
// Initializes the buffer for the texture data
//
//===========================================================================
unsigned char * FGLTexture::CreateTexBuffer(int _cm, int translation, int & w, int & h, bool allowhires)
{
unsigned char * buffer;
intptr_t cm = _cm;
// Textures that are already scaled in the texture lump will not get replaced
// by hires textures
if (gl_texture_usehires && allowhires && scalex==1.f && scaley==1.f)
{
Update to ZDoom r922: - Added Martin Howe's fixes for morphing and DECORATE function prototypes. - Minor fixes in texture code. - Fixed: The FMOD::System object was never released, only closed, so snd_reset would eventually run into the hard limit on the total number of FMOD::System objects that can be created concurrently (currently 15). - Added proper error checks to the FMOD initialization process. - Updated fmod_wrap.h for FMOD 4.14. - Set note velocity back to using a linear sounding volume curve, although it's now used to scale channel volume and expression, so recompute_amp() is still only doing one volume curve lookup. - Fixed: TimidityMIDIDevice caused a crash at the end of a non-looping song. - Made translation support for multipatch textures operational. - Added support for the GUS patch format's scale_frequency and scale_factor parameters. These seem to be used primarily to restrict percussion instruments to specific notes. - Changed note velocity to not use the volume curve in recompute_amp(), since this sounds closer to TiMidity++, although I don't believe it's correct MIDI behavior. Also changed expression so that it scales the channel volume before going through the curve. - Reworked load_instrument() to be less opaque. - Went through the TiMidity code and removed pretty much all of the SDL_mixer extensions. The only exception would be kill_others(), which I reworked into a kill_key_group() function, which should be useful for DLS instruments in the future. - Added translation support to multipatch textures. Not tested yet! - Added Martin Howe's morph weapon update. - Changed true color texture creation to use a newly defined Bitmap class instead of having the copy functions in the frame buffer class. - Fixed: The WolfSS didn't have its obituary defined. - Added submission for ACS CheckPlayerCamera ACS function. - Removed FRadiusThingsIterator after discovering that VC++ misoptimized it in P_CheckPosition. Now FBlockThingsIterator is used with the distance check being done manually. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@94 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-17 20:58:50 +00:00
buffer = LoadHiresTexture (&w, &h, _cm);
if (buffer)
{
return buffer;
}
}
w=Width;
h=Height;
Update to ZDoom r922: - Added Martin Howe's fixes for morphing and DECORATE function prototypes. - Minor fixes in texture code. - Fixed: The FMOD::System object was never released, only closed, so snd_reset would eventually run into the hard limit on the total number of FMOD::System objects that can be created concurrently (currently 15). - Added proper error checks to the FMOD initialization process. - Updated fmod_wrap.h for FMOD 4.14. - Set note velocity back to using a linear sounding volume curve, although it's now used to scale channel volume and expression, so recompute_amp() is still only doing one volume curve lookup. - Fixed: TimidityMIDIDevice caused a crash at the end of a non-looping song. - Made translation support for multipatch textures operational. - Added support for the GUS patch format's scale_frequency and scale_factor parameters. These seem to be used primarily to restrict percussion instruments to specific notes. - Changed note velocity to not use the volume curve in recompute_amp(), since this sounds closer to TiMidity++, although I don't believe it's correct MIDI behavior. Also changed expression so that it scales the channel volume before going through the curve. - Reworked load_instrument() to be less opaque. - Went through the TiMidity code and removed pretty much all of the SDL_mixer extensions. The only exception would be kill_others(), which I reworked into a kill_key_group() function, which should be useful for DLS instruments in the future. - Added translation support to multipatch textures. Not tested yet! - Added Martin Howe's morph weapon update. - Changed true color texture creation to use a newly defined Bitmap class instead of having the copy functions in the frame buffer class. - Fixed: The WolfSS didn't have its obituary defined. - Added submission for ACS CheckPlayerCamera ACS function. - Removed FRadiusThingsIterator after discovering that VC++ misoptimized it in P_CheckPosition. Now FBlockThingsIterator is used with the distance check being done manually. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@94 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-17 20:58:50 +00:00
buffer=new unsigned char[Width*(Height+1)*4];
memset(buffer, 0, Width * (Height+1) * 4);
Update to ZDoom r922: - Added Martin Howe's fixes for morphing and DECORATE function prototypes. - Minor fixes in texture code. - Fixed: The FMOD::System object was never released, only closed, so snd_reset would eventually run into the hard limit on the total number of FMOD::System objects that can be created concurrently (currently 15). - Added proper error checks to the FMOD initialization process. - Updated fmod_wrap.h for FMOD 4.14. - Set note velocity back to using a linear sounding volume curve, although it's now used to scale channel volume and expression, so recompute_amp() is still only doing one volume curve lookup. - Fixed: TimidityMIDIDevice caused a crash at the end of a non-looping song. - Made translation support for multipatch textures operational. - Added support for the GUS patch format's scale_frequency and scale_factor parameters. These seem to be used primarily to restrict percussion instruments to specific notes. - Changed note velocity to not use the volume curve in recompute_amp(), since this sounds closer to TiMidity++, although I don't believe it's correct MIDI behavior. Also changed expression so that it scales the channel volume before going through the curve. - Reworked load_instrument() to be less opaque. - Went through the TiMidity code and removed pretty much all of the SDL_mixer extensions. The only exception would be kill_others(), which I reworked into a kill_key_group() function, which should be useful for DLS instruments in the future. - Added translation support to multipatch textures. Not tested yet! - Added Martin Howe's morph weapon update. - Changed true color texture creation to use a newly defined Bitmap class instead of having the copy functions in the frame buffer class. - Fixed: The WolfSS didn't have its obituary defined. - Added submission for ACS CheckPlayerCamera ACS function. - Removed FRadiusThingsIterator after discovering that VC++ misoptimized it in P_CheckPosition. Now FBlockThingsIterator is used with the distance check being done manually. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@94 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-17 20:58:50 +00:00
FGLBitmap bmp(buffer, Width*4, Width, Height);
bmp.SetTranslationInfo(cm, translation);
if (tex->bComplex)
{
FBitmap imgCreate;
// The texture contains special processing so it must be composited using with the
// base bitmap class and then be converted as a whole.
if (imgCreate.Create(Width, Height))
{
memset(imgCreate.GetPixels(), 0, Width * Height * 4);
int trans =
tex->CopyTrueColorPixels(&imgCreate, GetLeftOffset() - tex->LeftOffset, GetTopOffset() - tex->TopOffset);
bmp.CopyPixelDataRGB(0, 0, imgCreate.GetPixels(), Width, Height, 4, Width*4, 0, CF_BGRA);
CheckTrans(buffer, w*h, trans);
}
}
else if (translation<=0)
{
int trans =
Update to ZDoom r922: - Added Martin Howe's fixes for morphing and DECORATE function prototypes. - Minor fixes in texture code. - Fixed: The FMOD::System object was never released, only closed, so snd_reset would eventually run into the hard limit on the total number of FMOD::System objects that can be created concurrently (currently 15). - Added proper error checks to the FMOD initialization process. - Updated fmod_wrap.h for FMOD 4.14. - Set note velocity back to using a linear sounding volume curve, although it's now used to scale channel volume and expression, so recompute_amp() is still only doing one volume curve lookup. - Fixed: TimidityMIDIDevice caused a crash at the end of a non-looping song. - Made translation support for multipatch textures operational. - Added support for the GUS patch format's scale_frequency and scale_factor parameters. These seem to be used primarily to restrict percussion instruments to specific notes. - Changed note velocity to not use the volume curve in recompute_amp(), since this sounds closer to TiMidity++, although I don't believe it's correct MIDI behavior. Also changed expression so that it scales the channel volume before going through the curve. - Reworked load_instrument() to be less opaque. - Went through the TiMidity code and removed pretty much all of the SDL_mixer extensions. The only exception would be kill_others(), which I reworked into a kill_key_group() function, which should be useful for DLS instruments in the future. - Added translation support to multipatch textures. Not tested yet! - Added Martin Howe's morph weapon update. - Changed true color texture creation to use a newly defined Bitmap class instead of having the copy functions in the frame buffer class. - Fixed: The WolfSS didn't have its obituary defined. - Added submission for ACS CheckPlayerCamera ACS function. - Removed FRadiusThingsIterator after discovering that VC++ misoptimized it in P_CheckPosition. Now FBlockThingsIterator is used with the distance check being done manually. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@94 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-17 20:58:50 +00:00
tex->CopyTrueColorPixels(&bmp, GetLeftOffset() - tex->LeftOffset, GetTopOffset() - tex->TopOffset);
CheckTrans(buffer, w*h, trans);
}
else
{
// When using translations everything must be mapped to the base palette.
// Since FTexture's method is doing exactly that by calling GetPixels let's use that here
// to do all the dirty work for us. ;)
Update to ZDoom r922: - Added Martin Howe's fixes for morphing and DECORATE function prototypes. - Minor fixes in texture code. - Fixed: The FMOD::System object was never released, only closed, so snd_reset would eventually run into the hard limit on the total number of FMOD::System objects that can be created concurrently (currently 15). - Added proper error checks to the FMOD initialization process. - Updated fmod_wrap.h for FMOD 4.14. - Set note velocity back to using a linear sounding volume curve, although it's now used to scale channel volume and expression, so recompute_amp() is still only doing one volume curve lookup. - Fixed: TimidityMIDIDevice caused a crash at the end of a non-looping song. - Made translation support for multipatch textures operational. - Added support for the GUS patch format's scale_frequency and scale_factor parameters. These seem to be used primarily to restrict percussion instruments to specific notes. - Changed note velocity to not use the volume curve in recompute_amp(), since this sounds closer to TiMidity++, although I don't believe it's correct MIDI behavior. Also changed expression so that it scales the channel volume before going through the curve. - Reworked load_instrument() to be less opaque. - Went through the TiMidity code and removed pretty much all of the SDL_mixer extensions. The only exception would be kill_others(), which I reworked into a kill_key_group() function, which should be useful for DLS instruments in the future. - Added translation support to multipatch textures. Not tested yet! - Added Martin Howe's morph weapon update. - Changed true color texture creation to use a newly defined Bitmap class instead of having the copy functions in the frame buffer class. - Fixed: The WolfSS didn't have its obituary defined. - Added submission for ACS CheckPlayerCamera ACS function. - Removed FRadiusThingsIterator after discovering that VC++ misoptimized it in P_CheckPosition. Now FBlockThingsIterator is used with the distance check being done manually. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@94 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-17 20:58:50 +00:00
tex->FTexture::CopyTrueColorPixels(&bmp, GetLeftOffset() - tex->LeftOffset, GetTopOffset() - tex->TopOffset);
}
return buffer;
}
//===========================================================================
//
// Gets texture coordinate info for world (wall/flat) textures
// The wrapper class is there to provide a set of coordinate
// functions to access the texture
//
//===========================================================================
const WorldTextureInfo * FGLTexture::GetWorldTextureInfo()
{
if (tex->UseType==FTexture::TEX_Null) return NULL; // Cannot register a NULL texture!
if (!gltexture) gltexture=new GLTexture(Width, Height, true, true);
if (gltexture) return (WorldTextureInfo*)this;
return NULL;
}
//===========================================================================
//
// Gets texture coordinate info for sprites
// The wrapper class is there to provide a set of coordinate
// functions to access the texture
//
//===========================================================================
const PatchTextureInfo * FGLTexture::GetPatchTextureInfo()
{
if (tex->UseType==FTexture::TEX_Null) return NULL; // Cannot register a NULL texture!
if (!glpatch)
{
glpatch=new GLTexture(Width, Height, false, false);
}
if (glpatch) return (PatchTextureInfo*)this;
return NULL;
}
//===========================================================================
//
// Binds a texture to the renderer
//
//===========================================================================
const WorldTextureInfo * FGLTexture::Bind(int texunit, int cm, int clampmode, int translation)
{
bool usebright = false;
translation = GLTranslationPalette::GetInternalTranslation(translation);
if (GetWorldTextureInfo())
{
if (texunit == 0)
{
FTexture *brightmap = tex->bm_info.Brightmap;
if (brightmap && (gl_glsl_renderer || gl_brightmap_shader) && translation >= 0 &&
cm >= CM_DEFAULT && cm <= CM_DESAT31 && gl_brightmapenabled)
{
FGLTexture *bmgltex = FGLTexture::ValidateTexture(brightmap);
bmgltex->Bind(1, CM_DEFAULT, clampmode, 0);
if (brightmap->bm_info.bIsBrightmap == 0)
{
delete brightmap;
tex->bm_info.Brightmap = NULL;
}
else usebright = true;
}
if (!gl_glsl_renderer)
{
if (gl.flags & RFL_GLSL)
{
if (createWarped && gl_warp_shader && tex->bWarped!=0)
{
Clean(true);
GetWorldTextureInfo();
}
if ((gl_warp_shader && tex->bWarped!=0) ||
(usebright) ||
((tex->bHasCanvas || gl_colormap_shader) && cm!=CM_DEFAULT && /*!(cm>=CM_DESAT1 && cm<=CM_DESAT31) &&*/ cm!=CM_SHADE && gl_texturemode != TM_MASK))
{
Shader->Bind(cm, usebright);
if (cm != CM_SHADE) cm = CM_DEFAULT;
}
else
{
GLShader::Unbind();
}
}
if (tex->bWarped == 0 || !gl_warp_shader)
{
// If this is a warped texture that needs updating
// delete all system textures created for this
if (tex->CheckModified() && !tex->bHasCanvas && HiresLump<0 && HiresLump!=-2)
{
gltexture->Clean(true);
}
}
}
else
{
Shader->Bind(cm, usebright);
if (cm != CM_SHADE) cm = CM_DEFAULT;
}
}
// Bind it to the system.
// clamping in x-direction may cause problems when rendering segs
if (!gltexture->Bind(texunit, cm, translation, gl_render_precise? clampmode&GLT_CLAMPY : clampmode))
{
int w,h;
// Create this texture
unsigned char * buffer = CreateTexBuffer(cm, translation, w, h);
ProcessData(buffer, w, h, cm, false);
if (!gltexture->CreateTexture(buffer, w, h, true, texunit, cm, translation))
{
// could not create texture
delete buffer;
return NULL;
}
delete buffer;
}
if (texunit == 0) gltexture->SetTextureClamp(gl_render_precise? clampmode&GLT_CLAMPY : clampmode);
if (tex->bHasCanvas) static_cast<FCanvasTexture*>(tex)->NeedUpdate();
return (WorldTextureInfo*)this;
}
return NULL;
}
const WorldTextureInfo * FGLTexture::Bind(int cm, int clampmode, int translation)
{
return Bind(0, cm, clampmode, translation);
}
//===========================================================================
//
// Binds a sprite to the renderer
//
//===========================================================================
const PatchTextureInfo * FGLTexture::BindPatch(int texunit, int cm, int translation)
{
bool usebright = false;
int transparm = translation;
translation = GLTranslationPalette::GetInternalTranslation(translation);
if (GetPatchTextureInfo())
{
if (texunit == 0)
{
FTexture *brightmap = tex->bm_info.Brightmap;
if (brightmap && (gl_glsl_renderer || gl_brightmap_shader) && translation >= 0 &&
transparm >= 0 && cm >= CM_DEFAULT && cm <= CM_DESAT31 && gl_brightmapenabled)
{
FGLTexture *bmgltex = FGLTexture::ValidateTexture(brightmap);
bmgltex->BindPatch(1, CM_DEFAULT, 0);
if (brightmap->bm_info.bIsBrightmap == 0)
{
delete brightmap;
tex->bm_info.Brightmap = NULL;
}
else
{
usebright = true;
}
}
if (!gl_glsl_renderer)
{
if (gl.flags & RFL_GLSL)
{
if (createWarped && gl_warp_shader && tex->bWarped!=0)
{
Clean(true);
GetPatchTextureInfo();
}
if ((gl_warp_shader && tex->bWarped!=0) ||
(usebright) ||
((tex->bHasCanvas || gl_colormap_shader) && cm!=CM_DEFAULT && /*!(cm>=CM_DESAT1 && cm<=CM_DESAT31) &&*/ cm!=CM_SHADE && gl_texturemode != TM_MASK))
{
Shader->Bind(cm, usebright);
if (cm != CM_SHADE) cm = CM_DEFAULT;
}
else
{
GLShader::Unbind();
}
}
if (tex->bWarped == 0 || !gl_warp_shader)
{
// If this is a warped texture that needs updating
// delete all system textures created for this
if (tex->CheckModified() && !tex->bHasCanvas && HiresLump<0 && HiresLump!=-2)
{
glpatch->Clean(true);
}
}
}
else
{
Shader->Bind(cm, usebright);
if (cm != CM_SHADE) cm = CM_DEFAULT;
}
}
// Bind it to the system. For multitexturing this
// should be the only thing that needs adjusting
if (!glpatch->Bind(texunit, cm, translation, -1))
{
int w, h;
// Create this texture
unsigned char * buffer = CreateTexBuffer(cm, translation, w, h, false);
ProcessData(buffer, w, h, cm, true);
if (!glpatch->CreateTexture(buffer, w, h, false, texunit, cm, translation))
{
// could not create texture
delete buffer;
return NULL;
}
delete buffer;
}
if (gl_render_precise)
{
gl.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
gl.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
return (PatchTextureInfo*)this;
}
return NULL;
}
const PatchTextureInfo * FGLTexture::BindPatch(int cm, int translation)
{
return BindPatch(0, cm, translation);
}
//==========================================================================
//
// Flushes all hardware dependent data
//
//==========================================================================
void FGLTexture::FlushAll()
{
for(int i=gltextures.Size()-1;i>=0;i--)
{
gltextures[i]->Clean(true);
}
}
//==========================================================================
//
// Gets a texture from the texture manager and checks its validity for
// GL rendering.
//
//==========================================================================
FGLTexture * FGLTexture::ValidateTexture(FTexture * tex)
{
if (tex && tex->UseType!=FTexture::TEX_Null)
{
FGLTexture *gltex = static_cast<FGLTexture*>(tex->GetNative(false));
if (gltex)
{
// This can't be put in the constructor because many
// textures are created before the GL renderer is operable
if ((gl.flags & RFL_GLSL) && !gltex->Shader) switch(tex->bWarped)
{
default:
gltex->Shader = GLShader::Find("Default");
break;
case 1:
gltex->Shader = GLShader::Find("Warp 1");
break;
case 2:
gltex->Shader = GLShader::Find("Warp 2");
break;
}
}
return gltex;
}
return NULL;
}
FGLTexture * FGLTexture::ValidateTexture(int no, bool translate)
{
return FGLTexture::ValidateTexture(translate? TexMan(no) : TexMan[no]);
}
//==========================================================================
//
// Parses a brightmap definition
//
//==========================================================================
void gl_ParseBrightmap(FScanner &sc, int deflump)
{
int type = FTexture::TEX_Any;
bool disable_fullbright=false;
bool thiswad = false;
bool iwad = false;
int maplump = -1;
FString maplumpname;
sc.MustGetString();
if (sc.Compare("texture")) type = FTexture::TEX_Wall;
else if (sc.Compare("flat")) type = FTexture::TEX_Flat;
else if (sc.Compare("sprite")) type = FTexture::TEX_Sprite;
else sc.UnGet();
sc.MustGetString();
int no = TexMan.CheckForTexture(sc.String, type);
FTexture *tex = TexMan[no];
sc.MustGetToken('{');
while (!sc.CheckToken('}'))
{
sc.MustGetString();
if (sc.Compare("disablefullbright"))
{
// This can also be used without a brightness map to disable
// fullbright in rotations that only use brightness maps on
// other angles.
disable_fullbright = true;
}
else if (sc.Compare("thiswad"))
{
// only affects textures defined in the WAD containing the definition file.
thiswad = true;
}
else if (sc.Compare ("iwad"))
{
// only affects textures defined in the IWAD.
iwad = true;
}
else if (sc.Compare ("map"))
{
sc.MustGetString();
if (maplump >= 0)
{
Printf("Multiple brightmap definitions in texture %s\n", tex? tex->Name : "(null)");
}
maplump = Wads.CheckNumForFullName(sc.String);
// Try a normal WAD name lookup only if it's a proper name without path separator and
// not longer than 8 characters.
if (maplump==-1 && strlen(sc.String) <= 8 && !strchr(sc.String, '/'))
maplump = Wads.CheckNumForName(sc.String);
if (maplump==-1)
Printf("Brightmap '%s' not found in texture '%s'\n", sc.String, tex? tex->Name : "(null)");
maplumpname = sc.String;
}
}
if (!tex)
{
return;
}
if (thiswad || iwad)
{
bool useme = false;
int lumpnum = tex->GetSourceLump();
if (lumpnum != -1)
{
if (iwad && Wads.GetLumpFile(lumpnum) <= FWadCollection::IWAD_FILENUM) useme = true;
if (thiswad && Wads.GetLumpFile(lumpnum) == deflump) useme = true;
}
if (!useme) return;
}
if (maplump != -1)
{
FTexture *brightmap = FTexture::CreateTexture(maplump, tex->UseType);
if (!brightmap)
{
Printf("Unable to create texture from '%s' in brightmap definition for '%s'\n",
maplumpname.GetChars(), tex->Name);
return;
}
tex->bm_info.Brightmap = brightmap;
brightmap->bm_info.bIsBrightmap = true;
}
tex->bm_info.bBrightmapDisablesFullbright = disable_fullbright;
}