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

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#include "gl_pch.h"
/*
** 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.
**---------------------------------------------------------------------------
**
*/
#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"
#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 char GlobalBrightmap[256];
static bool HasGlobalBrightmap;
//===========================================================================
//
// 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();
memset(GlobalBrightmap, 255, 256);
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))
{
GlobalBrightmap[i]=0;
}
}
}
for(int i=0;i<256;i++)
{
HasGlobalBrightmap|=!!GlobalBrightmap[i];
//if (GlobalBrightmap[i]) Printf("Marked color %d as fullbright\n",i);
}
}
static const BYTE IcePalette[16][3] =
{
{ 10, 8, 18 },
{ 15, 15, 26 },
{ 20, 16, 36 },
{ 30, 26, 46 },
{ 40, 36, 57 },
{ 50, 46, 67 },
{ 59, 57, 78 },
{ 69, 67, 88 },
{ 79, 77, 99 },
{ 89, 87,109 },
{ 99, 97,120 },
{ 109,107,130 },
{ 118,118,141 },
{ 128,128,151 },
{ 138,138,162 },
{ 148,148,172 }
};
//===========================================================================
//
// 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.
//
//===========================================================================
void OpenGLFrameBuffer::CopyPixelDataRGB(BYTE * buffer, int texpitch, int texheight, int originx, int originy,
const BYTE * patch, int srcwidth, int srcheight, int step_x, int step_y,
int ct)
{
if (ClipCopyPixelRect(texpitch>>2, texheight, originx, originy, patch, srcwidth, srcheight, step_x, step_y))
{
buffer+=4*originx + texpitch*originy;
for (int y=0;y<srcheight;y++)
{
copyfuncs[ct](&buffer[y*texpitch], &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
//
//===========================================================================
void OpenGLFrameBuffer::CopyPixelData(BYTE * buffer, int texpitch, int texheight, int originx, int originy,
const BYTE * patch, int srcwidth, int srcheight,
int step_x, int step_y, PalEntry * palette)
{
PalEntry penew[256];
int x,y,pos,i;
if (ClipCopyPixelRect(texpitch>>2, texheight, originx, originy, patch, srcwidth, srcheight, step_x, step_y))
{
buffer+=4*originx + texpitch*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 if (cm == CM_BRIGHTMAP)
{
if (palette == GetPalette() && translation >= 0)
{
for(int i=0;i<256;i++)
{
if (GlobalBrightmap[i] && palette[i].a==0)
{
penew[i] = PalEntry(0,255,255,255);
}
else
{
penew[i] = PalEntry(255,0,0,0);
}
}
}
else
{
for(int i=0;i<256;i++)
penew[i] = PalEntry(palette[i].a,0,0,0);
}
}
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++)
{
pos=(y*texpitch);
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);
}
}
}
}
}
//===========================================================================
//
// FMultipatchTexture::UseBasePalette
//
// returns true if all patches in the texture use the unmodified base
// palette.
//
//===========================================================================
bool FMultiPatchTexture::UseBasePalette()
{
for(int i=0;i<NumParts;i++)
{
if (Parts[i].Texture->UseBasePalette()) return true;
}
return false;
}
//===========================================================================
//
// FWarpTexture::CopyTrueColorPixels
//
// Since the base texture can be anything the warping must be done in
// true color
//
//===========================================================================
int FWarpTexture::CopyTrueColorPixels(BYTE * buffer, int buf_pitch, int buf_height, int xx, int yy)
{
if (gl_warp_shader || gl_glsl_renderer)
{
return SourcePic->CopyTrueColorPixels(buffer, buf_pitch, buf_height, xx, yy);
}
unsigned long * in=new unsigned long[Width*Height];
unsigned long * out;
bool direct;
int buf_width = buf_pitch>>2;
FGLTexture *gltex = FGLTexture::ValidateTexture(this);
gltex->createWarped = true;
if (Width == buf_width && Height == buf_height && xx==0 && yy==0)
{
out = (unsigned long*)buffer;
direct=true;
}
else
{
out = new unsigned long[Width*Height];
direct=false;
}
GenTime = r_FrameTime;
if (SourcePic->bMasked) memset(in, 0, Width*Height*sizeof(long));
int ret = SourcePic->CopyTrueColorPixels((BYTE*)in, Width<<2, Height, 0, 0);
static unsigned long linebuffer[4096]; // that's the maximum texture size for most graphics cards!
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;
unsigned long * targ = ((unsigned long*)buffer) + 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;
}
delete [] in;
GenTime=r_FrameTime;
return ret;
}
//===========================================================================
//
// FWarpTexture::CopyTrueColorPixels
//
// Since the base texture can be anything the warping must be done in
// true color
//
//===========================================================================
int FWarp2Texture::CopyTrueColorPixels(BYTE * buffer, int buf_pitch, int buf_height, int xx, int yy)
{
if (gl_warp_shader || gl_glsl_renderer)
{
return SourcePic->CopyTrueColorPixels(buffer, buf_pitch, buf_height, xx, yy);
}
unsigned long * in=new unsigned long[Width*Height];
unsigned long * out;
bool direct;
int buf_width = buf_pitch>>2;
FGLTexture *gltex = FGLTexture::ValidateTexture(this);
gltex->createWarped = true;
if (Width == buf_width && Height == buf_height && xx==0 && yy==0)
{
out = (unsigned long*)buffer;
direct=true;
}
else
{
out = new unsigned long[Width*Height];
direct=false;
}
GenTime = r_FrameTime;
if (SourcePic->bMasked) memset(in, 0, Width*Height*sizeof(long));
int ret = SourcePic->CopyTrueColorPixels((BYTE*)in, Width<<2, Height, 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)
{
// Negative offsets cannot occur here.
if (xx<0) xx=0;
if (yy<0) yy=0;
unsigned long * targ = ((unsigned long*)buffer) + 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;
}
delete [] in;
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 ()
{
}
int FBrightmapTexture::CopyTrueColorPixels(BYTE * buffer, int buf_width, int buf_height, int x, int y)
{
SetTranslationInfo(CM_BRIGHTMAP, 0);
SourcePic->CopyTrueColorPixels(buffer, buf_width, buf_height, x, y);
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;
if (!gltextures)
gltextures = new TArray<FGLTexture *>;
index = gltextures->Push(this);
}
//===========================================================================
//
// Destructor
//
//===========================================================================
FGLTexture::~FGLTexture()
{
Clean(true);
if (areas) delete [] areas;
if (hirestexture) delete hirestexture;
for(int 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
//
//===========================================================================
#define CHKPIX(ofs) \
(l1[(ofs)*4+3]==255 ? (( ((long*)l1)[0] = ((long*)l1)[ofs]&0xffffff), trans=true ) : false)
bool FGLTexture::SmoothEdges(unsigned char * buffer,int w, int h, bool clampsides)
{
int x,y;
bool trans=buffer[3]==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[3]==0 && !CHKPIX(1)) CHKPIX(w);
l1+=4;
for(x=1;x<w-1;x++, l1+=4)
{
if (l1[3]==0 && !CHKPIX(-1) && !CHKPIX(1)) CHKPIX(w);
}
if (l1[3]==0 && !CHKPIX(-1)) CHKPIX(w);
l1+=4;
for(y=1;y<h-1;y++)
{
if (l1[3]==0 && !CHKPIX(-w) && !CHKPIX(1)) CHKPIX(w);
l1+=4;
for(x=1;x<w-1;x++, l1+=4)
{
if (l1[3]==0 && !CHKPIX(-w) && !CHKPIX(-1) && !CHKPIX(1)) CHKPIX(w);
}
if (l1[3]==0 && !CHKPIX(-w) && !CHKPIX(-1)) CHKPIX(w);
l1+=4;
}
if (l1[3]==0 && !CHKPIX(-w)) CHKPIX(1);
l1+=4;
for(x=1;x<w-1;x++, l1+=4)
{
if (l1[3]==0 && !CHKPIX(-w) && !CHKPIX(-1)) CHKPIX(1);
}
if (l1[3]==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;
SetTranslationInfo(cm, translation);
// 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)
{
buffer = LoadHiresTexture (&w, &h);
if (buffer)
{
return buffer;
}
}
w=Width;
h=Height;
buffer=new unsigned char[Width*(Height+1)*4];
memset(buffer, 0, Width * (Height+1) * 4);
if (translation<=0)
{
int trans =
tex->CopyTrueColorPixels(buffer, GetWidth()<<2, GetHeight(), 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. ;)
tex->FTexture::CopyTrueColorPixels(buffer, GetWidth()<<2, GetHeight(), 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()
{
if (gltextures)
{
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;
}