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https://github.com/ZDoom/gzdoom-last-svn.git
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git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@473 b0f79afe-0144-0410-b225-9a4edf0717df
1069 lines
No EOL
30 KiB
C++
1069 lines
No EOL
30 KiB
C++
/*
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** gltexture.cpp
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** The texture classes for hardware rendering
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** (Even though they are named 'gl' there is nothing hardware dependent
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** in this file. That is all encapsulated in the FHardwareTexture class.)
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**
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**---------------------------------------------------------------------------
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** Copyright 2004-2005 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be
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** covered by the terms of the GNU Lesser General Public License as published
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** by the Free Software Foundation; either version 2.1 of the License, or (at
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** your option) any later version.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "gl/gl_include.h"
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#include "w_wad.h"
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#include "m_png.h"
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#include "r_draw.h"
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#include "sbar.h"
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#include "gi.h"
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#include "cmdlib.h"
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#include "stats.h"
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#include "r_main.h"
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#include "templates.h"
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#include "sc_man.h"
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#include "r_translate.h"
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#include "colormatcher.h"
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#include "gl/gl_struct.h"
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#include "gl/common/glc_data.h"
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#include "gl/gl_intern.h"
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#include "gl/gl_framebuffer.h"
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#include "gl/old_renderer/gl1_renderer.h"
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#include "gl/old_renderer/gl1_texture.h"
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#include "gl/gl_functions.h"
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#include "gl/old_renderer/gl1_shader.h"
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#include "gl/common/glc_translate.h"
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#include "gl/common/glc_texture.h"
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EXTERN_CVAR(Bool, gl_render_precise)
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EXTERN_CVAR(Int, gl_fogmode)
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EXTERN_CVAR(Int, gl_lightmode)
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EXTERN_CVAR(Bool, gl_precache)
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EXTERN_CVAR(Bool, gl_texture_usehires)
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extern bool HasGlobalBrightmap;
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extern FRemapTable GlobalBrightmap;
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namespace GLRendererOld
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{
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//===========================================================================
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//
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// multi-format pixel copy with colormap application
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// requires one of the previously defined conversion classes to work
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//
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//===========================================================================
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template<class T>
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void iCopyColors(unsigned char * pout, const unsigned char * pin, int cm, int count, int step)
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{
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int i;
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int fac;
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switch(cm)
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{
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case CM_DEFAULT:
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for(i=0;i<count;i++)
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{
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pout[0]=T::R(pin);
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pout[1]=T::G(pin);
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pout[2]=T::B(pin);
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pout[3]=T::A(pin);
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pout+=4;
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pin+=step;
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}
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break;
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case CM_GRAY:
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// this is used for colorization of blood.
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// To get the best results the brightness is taken from
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// the most intense component and not averaged because that would be too dark.
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for(i=0;i<count;i++)
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{
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pout[0] = pout[1] = pout[2] = MAX(MAX(T::R(pin), T::G(pin)), T::B(pin));
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pout[3] = T::A(pin);
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pout+=4;
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pin+=step;
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}
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break;
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case CM_ICE:
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// Create the ice translation table, based on Hexen's.
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// Since this is done in True Color the purplish tint is fully preserved - even in Doom!
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for(i=0;i<count;i++)
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{
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int gray = T::Gray(pin)>>4;
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pout[0] = IcePalette[gray][0];
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pout[1] = IcePalette[gray][1];
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pout[2] = IcePalette[gray][2];
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pout[3] = 255;
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pout+=4;
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pin+=step;
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}
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break;
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case CM_SHADE:
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// Alpha shade uses the red channel for true color pics
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for(i=0;i<count;i++)
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{
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pout[0] = pout[1] = pout[2] = 255;
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pout[3] = T::R(pin);
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pout+=4;
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pin+=step;
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}
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break;
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default:
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if (cm >= CM_FIRSTSPECIALCOLORMAP && cm < CM_FIRSTSPECIALCOLORMAP + SpecialColormaps.Size())
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{
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for(i=0;i<count;i++)
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{
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PalEntry pe = SpecialColormaps[cm - CM_FIRSTSPECIALCOLORMAP].GrayscaleToColor[T::Gray(pin)];
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pout[0] = pe.r;
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pout[1] = pe.g;
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pout[2] = pe.b;
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pout[3] = T::A(pin);
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pout+=4;
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pin+=step;
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}
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}
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else if (cm<=CM_DESAT31)
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{
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// Desaturated light settings.
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fac=cm-CM_DESAT0;
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for(i=0;i<count;i++)
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{
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gl_Desaturate(T::Gray(pin), T::R(pin), T::G(pin), T::B(pin), pout[0], pout[1], pout[2], fac);
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pout[3] = T::A(pin);
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pout+=4;
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pin+=step;
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}
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}
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break;
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}
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}
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typedef void (*CopyFunc)(unsigned char * pout, const unsigned char * pin, int cm, int count, int step);
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static CopyFunc copyfuncs[]={
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iCopyColors<cRGB>,
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iCopyColors<cRGBA>,
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iCopyColors<cIA>,
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iCopyColors<cCMYK>,
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iCopyColors<cBGR>,
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iCopyColors<cBGRA>,
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iCopyColors<cI16>,
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iCopyColors<cRGB555>,
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iCopyColors<cPalEntry>
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};
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//===========================================================================
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//
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// True Color texture copy function
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// This excludes all the cases that force downconversion to the
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// base palette because they wouldn't be used anyway.
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//
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//===========================================================================
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void FGLBitmap::CopyPixelDataRGB(int originx, int originy,
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const BYTE * patch, int srcwidth, int srcheight, int step_x, int step_y,
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int rotate, int ct, FCopyInfo *inf)
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{
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if (ClipCopyPixelRect(Width, Height, originx, originy, patch, srcwidth, srcheight, step_x, step_y, rotate))
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{
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BYTE *buffer = GetPixels() + 4*originx + Pitch*originy;
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for (int y=0;y<srcheight;y++)
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{
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copyfuncs[ct](&buffer[y*Pitch], &patch[y*step_y], cm, srcwidth, step_x);
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}
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}
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}
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//===========================================================================
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//
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// Creates one of the special palette translations for the given palette
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//
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//===========================================================================
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void ModifyPalette(PalEntry * pout, PalEntry * pin, int cm, int count)
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{
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int i;
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int fac;
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switch(cm)
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{
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case CM_DEFAULT:
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if (pin != pout)
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memcpy(pout, pin, count * sizeof(PalEntry));
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break;
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case CM_GRAY:
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// this is used for colorization of blood.
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// To get the best results the brightness is taken from
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// the most intense component and not averaged because that would be too dark.
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for(i=0;i<count;i++)
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{
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pout[i].r = pout[i].g = pout[i].b = max(max(pin[i].r, pin[i].g), pin[i].b);
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pout[i].a = pin[i].a;
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}
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break;
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case CM_ICE:
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// Create the ice translation table, based on Hexen's.
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// Since this is done in True Color the purplish tint is fully preserved - even in Doom!
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for(i=0;i<count;i++)
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{
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int gray=(pin[i].r*77 + pin[i].g*143 + pin[i].b*37)>>12;
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pout[i].r = IcePalette[gray][0];
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pout[i].g = IcePalette[gray][1];
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pout[i].b = IcePalette[gray][2];
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pout[i].a = pin[i].a;
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}
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break;
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default:
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if (cm >= CM_FIRSTSPECIALCOLORMAP && cm < CM_FIRSTSPECIALCOLORMAP + SpecialColormaps.Size())
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{
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for(i=0;i<count;i++)
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{
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int gray = (pin[i].r*77 + pin[i].g*143 + pin[i].b*37) >> 8;
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// This can be done in place so we cannot copy the color directly.
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PalEntry pe = SpecialColormaps[cm - CM_FIRSTSPECIALCOLORMAP].GrayscaleToColor[gray];
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pout[i].r = pe.r;
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pout[i].g = pe.g;
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pout[i].b = pe.b;
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pout[i].a = pin[i].a;
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}
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}
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else if (cm<=CM_DESAT31)
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{
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// Desaturated light settings.
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fac=cm-CM_DESAT0;
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for(i=0;i<count;i++)
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{
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int gray=(pin[i].r*77 + pin[i].g*143 + pin[i].b*36)>>8;
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gl_Desaturate(gray, pin[i].r, pin[i].g, pin[i].b, pout[i].r, pout[i].g, pout[i].b, fac);
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pout[i].a = pin[i].a;
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}
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}
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else if (pin!=pout)
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{
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memcpy(pout, pin, count * sizeof(PalEntry));
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}
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break;
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}
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}
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//===========================================================================
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//
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// Paletted to True Color texture copy function
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//
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//===========================================================================
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void FGLBitmap::CopyPixelData(int originx, int originy, const BYTE * patch, int srcwidth, int srcheight,
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int step_x, int step_y, int rotate, PalEntry * palette, FCopyInfo *inf)
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{
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PalEntry penew[256];
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int x,y,pos,i;
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if (ClipCopyPixelRect(Width, Height, originx, originy, patch, srcwidth, srcheight, step_x, step_y, rotate))
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{
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BYTE *buffer = GetPixels() + 4*originx + Pitch*originy;
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// CM_SHADE is an alpha map with 0==transparent and 1==opaque
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if (cm == CM_SHADE)
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{
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for(int i=0;i<256;i++)
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{
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if (palette[i].a != 0)
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penew[i]=PalEntry(i, 255,255,255);
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else
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penew[i]=PalEntry(0,255,255,255); // If the palette contains transparent colors keep them.
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}
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}
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else
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{
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// apply any translation.
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// The ice and blood color translations are done directly
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// because that yields better results.
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switch(translation)
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{
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case CM_GRAY:
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ModifyPalette(penew, palette, CM_GRAY, 256);
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break;
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case CM_ICE:
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ModifyPalette(penew, palette, CM_ICE, 256);
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break;
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default:
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{
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PalEntry *ptrans = GLTranslationPalette::GetPalette(translation);
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if (ptrans)
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{
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for(i = 0; i < 256; i++)
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{
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penew[i] = (ptrans[i]&0xffffff) | (palette[i]&0xff000000);
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}
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break;
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}
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}
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case 0:
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memcpy(penew, palette, 256*sizeof(PalEntry));
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break;
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}
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if (cm!=0)
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{
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// Apply color modifications like invulnerability, desaturation and Boom colormaps
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ModifyPalette(penew, penew, cm, 256);
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}
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}
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// Now penew contains the actual palette that is to be used for creating the image.
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// convert the image according to the translated palette.
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// Please note that the alpha of the passed palette is inverted. This is
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// so that the base palette can be used without constantly changing it.
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// This can also handle full PNG translucency.
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for (y=0;y<srcheight;y++)
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{
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pos=(y*Pitch);
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for (x=0;x<srcwidth;x++,pos+=4)
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{
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int v=(unsigned char)patch[y*step_y+x*step_x];
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if (penew[v].a!=0)
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{
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buffer[pos] = penew[v].r;
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buffer[pos+1] = penew[v].g;
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buffer[pos+2] = penew[v].b;
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buffer[pos+3] = penew[v].a;
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}
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/*
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else if (penew[v].a!=255)
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{
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buffer[pos ] = (buffer[pos ] * penew[v].a + penew[v].r * (1-penew[v].a)) / 255;
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buffer[pos+1] = (buffer[pos+1] * penew[v].a + penew[v].g * (1-penew[v].a)) / 255;
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buffer[pos+2] = (buffer[pos+2] * penew[v].a + penew[v].b * (1-penew[v].a)) / 255;
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buffer[pos+3] = clamp<int>(buffer[pos+3] + (( 255-buffer[pos+3]) * (255-penew[v].a))/255, 0, 255);
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}
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*/
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}
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}
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}
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}
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//===========================================================================
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//
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// The GL texture maintenance class
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//
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//===========================================================================
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TArray<FGLTexture *> FGLTexture::gltextures;
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//===========================================================================
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//
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// Constructor
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//
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//===========================================================================
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FGLTexture::FGLTexture(FTexture * tx)
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{
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tex = tx;
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glpatch=NULL;
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gltexture=NULL;
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HiresLump=-1;
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hirestexture = NULL;
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createWarped = false;
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bHasColorkey = false;
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tempScaleX = tempScaleY = FRACUNIT;
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for (int i=GLUSE_PATCH; i<=GLUSE_TEXTURE; i++)
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{
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Width[i] = tex->GetWidth();
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Height[i] = tex->GetHeight();
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|
LeftOffset[i] = tex->LeftOffset;
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TopOffset[i] = tex->TopOffset;
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RenderWidth[i] = tex->GetScaledWidth();
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RenderHeight[i] = tex->GetScaledHeight();
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|
}
|
|
|
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scalex = tex->xScale/(float)FRACUNIT;
|
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scaley = tex->yScale/(float)FRACUNIT;
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|
|
|
// a little adjustment to make sprites look better with texture filtering:
|
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// create a 1 pixel wide empty frame around them.
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if (tex->UseType == FTexture::TEX_Sprite ||
|
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tex->UseType == FTexture::TEX_SkinSprite ||
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tex->UseType == FTexture::TEX_Decal)
|
|
{
|
|
if (!tex->bWarped)
|
|
{
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RenderWidth[GLUSE_PATCH]+=2;
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RenderHeight[GLUSE_PATCH]+=2;
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Width[GLUSE_PATCH]+=2;
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Height[GLUSE_PATCH]+=2;
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|
LeftOffset[GLUSE_PATCH]+=1;
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TopOffset[GLUSE_PATCH]+=1;
|
|
}
|
|
}
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|
|
|
bIsTransparent = -1;
|
|
|
|
if (tex->bHasCanvas) scaley=-scaley;
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index = gltextures.Push(this);
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|
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|
}
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|
|
|
//===========================================================================
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|
//
|
|
// Destructor
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|
//
|
|
//===========================================================================
|
|
|
|
FGLTexture::~FGLTexture()
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|
{
|
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Clean(true);
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|
if (hirestexture) delete hirestexture;
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|
if (tex != NULL && tex->gl_info.RenderTexture == this) tex->gl_info.RenderTexture = NULL;
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|
|
|
for(unsigned i=0;i<gltextures.Size();i++)
|
|
{
|
|
if (gltextures[i]==this)
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|
{
|
|
gltextures.Delete(i);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
// Sets a temporary scaling factor for this texture
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|
//
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|
//===========================================================================
|
|
|
|
void FGLTexture::SetWallScaling(fixed_t x, fixed_t y)
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|
{
|
|
if (x != tempScaleX)
|
|
{
|
|
fixed_t scale_x = FixedMul(x, tex->xScale);
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|
int foo = (Width[GLUSE_TEXTURE] << 17) / scale_x;
|
|
RenderWidth[GLUSE_TEXTURE] = (foo >> 1) + (foo & 1);
|
|
scalex = scale_x/(float)FRACUNIT;
|
|
tempScaleX = x;
|
|
}
|
|
if (y != tempScaleY)
|
|
{
|
|
fixed_t scale_y = FixedMul(y, tex->yScale);
|
|
int foo = (Width[GLUSE_TEXTURE] << 17) / scaley;
|
|
RenderHeight[GLUSE_TEXTURE] = (foo >> 1) + (foo & 1);
|
|
scaley = scale_y/(float)FRACUNIT;
|
|
tempScaleY = y;
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
//
|
|
//
|
|
//===========================================================================
|
|
|
|
fixed_t FGLTexture::RowOffset(fixed_t rowoffset) const
|
|
{
|
|
if (tempScaleX == FRACUNIT)
|
|
{
|
|
if (scaley==1.f || tex->bWorldPanning) return rowoffset;
|
|
else return quickertoint(rowoffset/scaley);
|
|
}
|
|
else
|
|
{
|
|
if (tex->bWorldPanning) return FixedDiv(rowoffset, tempScaleY);
|
|
else return quickertoint(rowoffset/scaley);
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
//
|
|
//
|
|
//===========================================================================
|
|
|
|
fixed_t FGLTexture::TextureOffset(fixed_t textureoffset) const
|
|
{
|
|
if (tempScaleX == FRACUNIT)
|
|
{
|
|
if (scalex==1.f || tex->bWorldPanning) return textureoffset;
|
|
else return quickertoint(textureoffset/scalex);
|
|
}
|
|
else
|
|
{
|
|
if (tex->bWorldPanning) return FixedDiv(textureoffset, tempScaleX);
|
|
else return quickertoint(textureoffset/scalex);
|
|
}
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
// Returns the size for which texture offset coordinates are used.
|
|
//
|
|
//===========================================================================
|
|
|
|
fixed_t FGLTexture::TextureAdjustWidth(ETexUse i) const
|
|
{
|
|
if (tex->bWorldPanning)
|
|
{
|
|
if (i == GLUSE_PATCH || tempScaleX == FRACUNIT) return RenderWidth[i];
|
|
else return FixedDiv(Width[i], tempScaleX);
|
|
}
|
|
else return Width[i];
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
// GetRect
|
|
//
|
|
//===========================================================================
|
|
|
|
void FGLTexture::GetRect(FloatRect * r, FGLTexture::ETexUse i) const
|
|
{
|
|
r->left=-(float)GetScaledLeftOffset(i);
|
|
r->top=-(float)GetScaledTopOffset(i);
|
|
r->width=(float)TextureWidth(i);
|
|
r->height=(float)TextureHeight(i);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Checks for the presence of a hires texture replacement and loads it
|
|
//
|
|
//==========================================================================
|
|
unsigned char *FGLTexture::LoadHiresTexture(int *width, int *height, int cm)
|
|
{
|
|
if (HiresLump==-1)
|
|
{
|
|
bHasColorkey = false;
|
|
HiresLump = CheckDDPK3(tex);
|
|
if (HiresLump < 0) HiresLump = CheckExternalFile(tex, bHasColorkey);
|
|
|
|
if (HiresLump >=0)
|
|
{
|
|
hirestexture = FTexture::CreateTexture(HiresLump, FTexture::TEX_Any);
|
|
}
|
|
}
|
|
if (hirestexture != NULL)
|
|
{
|
|
int w=hirestexture->GetWidth();
|
|
int h=hirestexture->GetHeight();
|
|
|
|
unsigned char * buffer=new unsigned char[w*(h+1)*4];
|
|
memset(buffer, 0, w * (h+1) * 4);
|
|
|
|
FGLBitmap bmp(buffer, w*4, w, h);
|
|
bmp.SetTranslationInfo(cm);
|
|
|
|
|
|
int trans = hirestexture->CopyTrueColorPixels(&bmp, 0, 0);
|
|
tex->CheckTrans(buffer, w*h, trans);
|
|
bIsTransparent = tex->gl_info.mIsTransparent;
|
|
|
|
if (bHasColorkey)
|
|
{
|
|
// This is a crappy Doomsday color keyed image
|
|
// We have to remove the key manually. :(
|
|
DWORD * dwdata=(DWORD*)buffer;
|
|
for (int i=(w*h);i>0;i--)
|
|
{
|
|
if (dwdata[i]==0xffffff00 || dwdata[i]==0xffff00ff) dwdata[i]=0;
|
|
}
|
|
}
|
|
*width = w;
|
|
*height = h;
|
|
return buffer;
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Deletes all allocated resources
|
|
//
|
|
//===========================================================================
|
|
|
|
void FGLTexture::Clean(bool all)
|
|
{
|
|
WorldTextureInfo::Clean(all);
|
|
PatchTextureInfo::Clean(all);
|
|
createWarped = false;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// FGLTexture::WarpBuffer
|
|
//
|
|
//===========================================================================
|
|
|
|
BYTE *FGLTexture::WarpBuffer(BYTE *buffer, int Width, int Height, int warp)
|
|
{
|
|
DWORD *in = (DWORD*)buffer;
|
|
DWORD *out = (DWORD*)new BYTE[4*Width*Height];
|
|
float Speed = static_cast<FWarpTexture*>(tex)->GetSpeed();
|
|
|
|
static_cast<FWarpTexture*>(tex)->GenTime = r_FrameTime;
|
|
|
|
static DWORD linebuffer[256]; // anything larger will bring down performance so it is excluded above.
|
|
DWORD timebase = DWORD(r_FrameTime*Speed*23/28);
|
|
int xsize = Width;
|
|
int ysize = Height;
|
|
int xmask = xsize - 1;
|
|
int ymask = ysize - 1;
|
|
int ds_xbits;
|
|
int i,x;
|
|
|
|
if (warp == 1)
|
|
{
|
|
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 DWORD *source = in + x;
|
|
DWORD *dest = out + x;
|
|
for (yt = ysize; yt; yt--, yf = (yf+1)&ymask, dest += xsize)
|
|
{
|
|
*dest = *(source+(yf<<ds_xbits));
|
|
}
|
|
}
|
|
timebase = DWORD(r_FrameTime*Speed*32/28);
|
|
int y;
|
|
for (y = ysize-1; y >= 0; y--)
|
|
{
|
|
int xt, xf = (finesine[(timebase+y*128)&FINEMASK]>>13) & xmask;
|
|
DWORD *source = out + (y<<ds_xbits);
|
|
DWORD *dest = linebuffer;
|
|
for (xt = xsize; xt; xt--, xf = (xf+1)&xmask)
|
|
{
|
|
*dest++ = *(source+xf);
|
|
}
|
|
memcpy (out+y*xsize, linebuffer, xsize*sizeof(DWORD));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
int ybits;
|
|
for(ybits=-1,i=ysize; i; i>>=1, ybits++);
|
|
|
|
DWORD timebase = (r_FrameTime * Speed * 40 / 28);
|
|
for (x = xsize-1; x >= 0; x--)
|
|
{
|
|
for (int 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 DWORD *source = in + (xt << ybits) + yt;
|
|
DWORD *dest = out + (x << ybits) + y;
|
|
*dest = *source;
|
|
}
|
|
}
|
|
}
|
|
delete [] buffer;
|
|
return (BYTE*)out;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Initializes the buffer for the texture data
|
|
//
|
|
//===========================================================================
|
|
|
|
unsigned char * FGLTexture::CreateTexBuffer(ETexUse use, int _cm, int translation, int & w, int & h, bool allowhires)
|
|
{
|
|
unsigned char * buffer;
|
|
intptr_t cm = _cm;
|
|
int W, H;
|
|
|
|
|
|
// 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, _cm);
|
|
if (buffer)
|
|
{
|
|
return buffer;
|
|
}
|
|
}
|
|
|
|
W = w = Width[use];
|
|
H = h = Height[use];
|
|
|
|
|
|
buffer=new unsigned char[W*(H+1)*4];
|
|
memset(buffer, 0, W * (H+1) * 4);
|
|
|
|
FGLBitmap bmp(buffer, W*4, W, H);
|
|
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(W, H))
|
|
{
|
|
memset(imgCreate.GetPixels(), 0, W * H * 4);
|
|
int trans =
|
|
tex->CopyTrueColorPixels(&imgCreate, GetLeftOffset(use) - tex->LeftOffset, GetTopOffset(use) - tex->TopOffset);
|
|
bmp.CopyPixelDataRGB(0, 0, imgCreate.GetPixels(), W, H, 4, W * 4, 0, CF_BGRA);
|
|
tex->CheckTrans(buffer, W*H, trans);
|
|
bIsTransparent = tex->gl_info.mIsTransparent;
|
|
}
|
|
}
|
|
else if (translation<=0)
|
|
{
|
|
int trans =
|
|
tex->CopyTrueColorPixels(&bmp, GetLeftOffset(use) - tex->LeftOffset, GetTopOffset(use) - tex->TopOffset);
|
|
|
|
tex->CheckTrans(buffer, W*H, trans);
|
|
bIsTransparent = tex->gl_info.mIsTransparent;
|
|
}
|
|
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(&bmp, GetLeftOffset(use) - tex->LeftOffset, GetTopOffset(use) - tex->TopOffset);
|
|
bIsTransparent = 0;
|
|
}
|
|
|
|
// [BB] The hqnx upsampling (not the scaleN one) destroys partial transparency, don't upsamle textures using it.
|
|
if ( bIsTransparent != 1 )
|
|
{
|
|
// [BB] Potentially upsample the buffer.
|
|
buffer = gl_CreateUpsampledTextureBuffer ( tex, buffer, W, H, w, h );
|
|
}
|
|
|
|
if ((!(gl.flags & RFL_GLSL) || !gl_warp_shader) && tex->bWarped && W <= 256 && H <= 256)
|
|
{
|
|
buffer = WarpBuffer(buffer, W, H, tex->bWarped);
|
|
createWarped = true;
|
|
}
|
|
|
|
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 FHardwareTexture(Width[GLUSE_TEXTURE], Height[GLUSE_TEXTURE], 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 FHardwareTexture(Width[GLUSE_PATCH], Height[GLUSE_PATCH], false, false);
|
|
}
|
|
if (glpatch) return (PatchTextureInfo*)this;
|
|
return NULL;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Checks if a shader needs to be used for this texture
|
|
//
|
|
//===========================================================================
|
|
|
|
void FGLTexture::SetupShader(int clampmode, int warped, int &cm, int translation)
|
|
{
|
|
bool usebright;
|
|
|
|
if (gl.flags & RFL_GLSL)
|
|
{
|
|
if (tex->gl_info.bBrightmapChecked == 0)
|
|
{
|
|
tex->CreateDefaultBrightmap();
|
|
}
|
|
|
|
FTexture *brightmap = tex->gl_info.Brightmap;
|
|
if (brightmap && gl_brightmap_shader && translation >= 0 &&
|
|
cm >= CM_DEFAULT && cm <= CM_DESAT31 && gl_brightmapenabled)
|
|
{
|
|
FGLTexture *bmgltex = FGLTexture::ValidateTexture(brightmap);
|
|
if (clampmode != -1) bmgltex->Bind(1, CM_DEFAULT, clampmode, 0);
|
|
else bmgltex->BindPatch(1, CM_DEFAULT, 0);
|
|
usebright = true;
|
|
}
|
|
else
|
|
{
|
|
FHardwareTexture::Unbind(1);
|
|
usebright = false;
|
|
}
|
|
|
|
bool usecmshader = (tex->bHasCanvas || gl_colormap_shader) &&
|
|
cm > CM_DEFAULT && cm < CM_FIRSTSPECIALCOLORMAP + SpecialColormaps.Size() &&
|
|
cm != CM_SHADE && gl_texturemode != TM_MASK;
|
|
|
|
float warptime = warped? static_cast<FWarpTexture*>(tex)->GetSpeed() : 0.f;
|
|
gl_SetTextureShader(warped, usecmshader? cm : CM_DEFAULT, usebright, warptime);
|
|
if (usecmshader) cm = CM_DEFAULT;
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Binds a texture to the renderer
|
|
//
|
|
//===========================================================================
|
|
|
|
const WorldTextureInfo * FGLTexture::Bind(int texunit, int cm, int clampmode, int translation)
|
|
{
|
|
int usebright = false;
|
|
|
|
if (translation <= 0) translation = -translation;
|
|
else if (translation == TRANSLATION(TRANSLATION_Standard, 8)) translation = CM_GRAY;
|
|
else if (translation == TRANSLATION(TRANSLATION_Standard, 7)) translation = CM_ICE;
|
|
else translation = GLTranslationPalette::GetInternalTranslation(translation);
|
|
|
|
if (GetWorldTextureInfo())
|
|
{
|
|
if (texunit == 0)
|
|
{
|
|
int warped = gl_warp_shader? tex->bWarped : 0;
|
|
|
|
SetupShader(clampmode, warped, cm, translation);
|
|
|
|
if (warped == 0)
|
|
{
|
|
// 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 if (createWarped)
|
|
{
|
|
Clean(true);
|
|
GetWorldTextureInfo();
|
|
}
|
|
}
|
|
|
|
// 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(GLUSE_TEXTURE, cm, translation, w, h);
|
|
|
|
tex->ProcessData(buffer, w, h, 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;
|
|
|
|
if (translation <= 0) translation = -translation;
|
|
else if (translation == TRANSLATION(TRANSLATION_Standard, 8)) translation = CM_GRAY;
|
|
else if (translation == TRANSLATION(TRANSLATION_Standard, 7)) translation = CM_ICE;
|
|
else translation = GLTranslationPalette::GetInternalTranslation(translation);
|
|
|
|
if (GetPatchTextureInfo())
|
|
{
|
|
if (texunit == 0)
|
|
{
|
|
int warped = gl_warp_shader? tex->bWarped : 0;
|
|
|
|
SetupShader(-1, warped, cm, translation);
|
|
|
|
if (warped == 0)
|
|
{
|
|
// 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 if (createWarped)
|
|
{
|
|
Clean(true);
|
|
GetPatchTextureInfo();
|
|
}
|
|
}
|
|
|
|
// 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(GLUSE_PATCH, cm, translation, w, h, false);
|
|
tex->ProcessData(buffer, w, h, 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);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Deletes all hardware dependent data
|
|
//
|
|
//==========================================================================
|
|
|
|
void FGLTexture::DeleteAll()
|
|
{
|
|
for(int i=gltextures.Size()-1;i>=0;i--)
|
|
{
|
|
delete gltextures[i];
|
|
}
|
|
gltextures.Clear();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Gets a texture from the texture manager and checks its validity for
|
|
// GL rendering.
|
|
//
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//==========================================================================
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|
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FGLTexture * FGLTexture::ValidateTexture(FTexture * tex)
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{
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|
if (tex && tex->UseType!=FTexture::TEX_Null)
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{
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FGLTexture *gltex = static_cast<FGLTexture*>(tex->gl_info.RenderTexture);
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if (gltex == NULL)
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{
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gltex = new FGLTexture(tex);
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tex->gl_info.RenderTexture = gltex;
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}
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return gltex;
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}
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return NULL;
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}
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FGLTexture * FGLTexture::ValidateTexture(FTextureID no, bool translate)
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|
{
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|
return FGLTexture::ValidateTexture(translate? TexMan(no) : TexMan[no]);
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|
}
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|
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} |