- moved a large portion of gl_textures.cpp into the main files for the implementing classes.

The old organization made sense when ZDoom still was a thing but now it'd be better if all pure data with no dependence on renderer implementation details was moved out.
A separation between GL2 and GL3+4 renderers looks to be inevitable and the more data is out of the renderer when that happens, the better.
This commit is contained in:
Christoph Oelckers 2018-03-31 19:20:59 +02:00
parent 410d6817b2
commit bc485a7f2c
22 changed files with 681 additions and 533 deletions

View file

@ -1113,6 +1113,7 @@ set (PCH_SOURCES
textures/anim_switches.cpp
textures/automaptexture.cpp
textures/bitmap.cpp
textures/brightmaptexture.cpp
textures/buildtexture.cpp
textures/canvastexture.cpp
textures/ddstexture.cpp

View file

@ -68,9 +68,6 @@ CUSTOM_CVAR(Bool, gl_notexturefill, false, 0)
void gl_CreateSections();
void AddAutoMaterials();
//==========================================================================
@ -279,11 +276,6 @@ void gl_RecalcVertexHeights(vertex_t * v)
void gl_InitData()
{
AddAutoMaterials();
}
//==========================================================================
//
// dumpgeometry

View file

@ -63,6 +63,5 @@ extern TArray<uint8_t> currentmapsection;
void gl_InitPortals();
void gl_BuildPortalCoverage(FPortalCoverage *coverage, subsector_t *subsector, const DVector2 &displacement);
void gl_InitData();
#endif

View file

@ -52,7 +52,7 @@ void gl_InitGlow(FScanner &sc)
sc.MustGetString();
FTextureID flump=TexMan.CheckForTexture(sc.String, ETextureType::Flat,FTextureManager::TEXMAN_TryAny);
FTexture *tex = TexMan[flump];
if (tex) tex->gl_info.bAutoGlowing = tex->gl_info.bGlowing = tex->gl_info.bFullbright = true;
if (tex) tex->gl_info.bAutoGlowing = tex->bGlowing = tex->gl_info.bFullbright = true;
}
}
else if (sc.Compare("WALLS"))
@ -63,7 +63,7 @@ void gl_InitGlow(FScanner &sc)
sc.MustGetString();
FTextureID flump=TexMan.CheckForTexture(sc.String, ETextureType::Wall,FTextureManager::TEXMAN_TryAny);
FTexture *tex = TexMan[flump];
if (tex) tex->gl_info.bAutoGlowing = tex->gl_info.bGlowing = tex->gl_info.bFullbright = true;
if (tex) tex->gl_info.bAutoGlowing = tex->bGlowing = tex->gl_info.bFullbright = true;
}
}
else if (sc.Compare("TEXTURE"))
@ -94,8 +94,8 @@ void gl_InitGlow(FScanner &sc)
if (tex && color != 0)
{
tex->gl_info.bAutoGlowing = false;
tex->gl_info.bGlowing = true;
tex->gl_info.GlowColor = color;
tex->bGlowing = true;
tex->GlowColor = color;
}
}
}

View file

@ -1013,7 +1013,6 @@ struct FGLInterface : public FRenderer
int GetMaxViewPitch(bool down) override;
void SetClearColor(int color) override;
void Init() override;
uint32_t GetCaps() override;
};
@ -1098,17 +1097,6 @@ void FGLInterface::RenderView(player_t *player)
GLRenderer->RenderView(player);
}
//===========================================================================
//
//
//
//===========================================================================
void FGLInterface::Init()
{
gl_InitData();
}
//===========================================================================
//
// Camera texture rendering

View file

@ -98,7 +98,6 @@ OpenGLFrameBuffer::OpenGLFrameBuffer(void *hMonitor, int width, int height, int
mDebug = std::make_shared<FGLDebug>();
mDebug->Update();
gl_SetupMenu();
gl_GenerateGlobalBrightmapFromColormap();
DoSetGamma();
}
@ -454,7 +453,6 @@ void OpenGLFrameBuffer::GameRestart()
memcpy (SourcePalette, GPalette.BaseColors, sizeof(PalEntry)*256);
UpdatePalette ();
ScreenshotBuffer = NULL;
gl_GenerateGlobalBrightmapFromColormap();
GLRenderer->GetSpecialTextures();
}

View file

@ -864,8 +864,8 @@ int FMaterial::GetAreas(FloatRect **pAreas) const
if (mShaderIndex == SHADER_Default) // texture splitting can only be done if there's no attached effects
{
FTexture *tex = mBaseLayer->tex;
*pAreas = tex->gl_info.areas;
return tex->gl_info.areacount;
*pAreas = tex->areas;
return tex->areacount;
}
else
{

View file

@ -117,57 +117,6 @@ int TexFormat[]={
bool HasGlobalBrightmap;
FRemapTable GlobalBrightmap;
//===========================================================================
//
// Examines the colormap to see if some of the colors have to be
// considered fullbright all the time.
//
//===========================================================================
void gl_GenerateGlobalBrightmapFromColormap()
{
HasGlobalBrightmap = false;
int lump = Wads.CheckNumForName("COLORMAP");
if (lump == -1) lump = Wads.CheckNumForName("COLORMAP", ns_colormaps);
if (lump == -1) return;
FMemLump cmap = Wads.ReadLump(lump);
uint8_t palbuffer[768];
ReadPalette(Wads.CheckNumForName("PLAYPAL"), palbuffer);
const unsigned char *cmapdata = (const unsigned char *)cmap.GetMem();
const uint8_t *paldata = palbuffer;
const int black = 0;
const int white = ColorMatcher.Pick(255,255,255);
GlobalBrightmap.MakeIdentity();
memset(GlobalBrightmap.Remap, white, 256);
for(int i=0;i<256;i++) GlobalBrightmap.Palette[i]=PalEntry(255,255,255,255);
for(int j=0;j<32;j++)
{
for(int i=0;i<256;i++)
{
// the palette comparison should be for ==0 but that gives false positives with Heretic
// and Hexen.
if (cmapdata[i+j*256]!=i || (paldata[3*i]<10 && paldata[3*i+1]<10 && paldata[3*i+2]<10))
{
GlobalBrightmap.Remap[i]=black;
GlobalBrightmap.Palette[i] = PalEntry(255, 0, 0, 0);
}
}
}
for(int i=0;i<256;i++)
{
HasGlobalBrightmap |= GlobalBrightmap.Remap[i] == white;
if (GlobalBrightmap.Remap[i] == white) DPrintf(DMSG_NOTIFY, "Marked color %d as fullbright\n",i);
}
}
//==========================================================================
//
// GL status data for a texture
@ -176,19 +125,13 @@ void gl_GenerateGlobalBrightmapFromColormap()
FTexture::MiscGLInfo::MiscGLInfo() throw()
{
bGlowing = false;
GlowColor = 0;
GlowHeight = 128;
bSkybox = false;
bFullbright = false;
bBrightmapChecked = false;
bDisableFullbright = false;
bNoFilter = false;
bNoCompress = false;
bNoExpand = false;
areas = NULL;
areacount = 0;
mIsTransparent = -1;
shaderspeed = 1.f;
shaderindex = 0;
Glossiness = 10.0f;
@ -208,287 +151,6 @@ FTexture::MiscGLInfo::~MiscGLInfo()
if (SystemTexture[i] != NULL) delete SystemTexture[i];
SystemTexture[i] = NULL;
}
if (areas != NULL) delete [] areas;
areas = NULL;
}
//===========================================================================
//
// Checks if the texture has a default brightmap and creates it if so
//
//===========================================================================
void FTexture::CreateDefaultBrightmap()
{
if (!gl_info.bBrightmapChecked)
{
// Check for brightmaps
if (UseBasePalette() && HasGlobalBrightmap &&
UseType != ETextureType::Decal && UseType != ETextureType::MiscPatch && UseType != ETextureType::FontChar &&
Brightmap == NULL && bWarped == 0
)
{
// May have one - let's check when we use this texture
const uint8_t *texbuf = GetPixels(DefaultRenderStyle());
const int white = ColorMatcher.Pick(255,255,255);
int size = GetWidth() * GetHeight();
for(int i=0;i<size;i++)
{
if (GlobalBrightmap.Remap[texbuf[i]] == white)
{
// Create a brightmap
DPrintf(DMSG_NOTIFY, "brightmap created for texture '%s'\n", Name.GetChars());
Brightmap = new FBrightmapTexture(this);
gl_info.bBrightmapChecked = 1;
TexMan.AddTexture(Brightmap);
return;
}
}
// No bright pixels found
DPrintf(DMSG_SPAMMY, "No bright pixels found in texture '%s'\n", Name.GetChars());
gl_info.bBrightmapChecked = 1;
}
else
{
// does not have one so set the flag to 'done'
gl_info.bBrightmapChecked = 1;
}
}
}
//==========================================================================
//
// Calculates glow color for a texture
//
//==========================================================================
void FTexture::GetGlowColor(float *data)
{
if (gl_info.bGlowing && gl_info.GlowColor == 0)
{
int w, h;
unsigned char *buffer = GLRenderer->GetTextureBuffer(this, w, h);
if (buffer)
{
gl_info.GlowColor = averageColor((uint32_t *) buffer, w*h, 153);
delete[] buffer;
}
// Black glow equals nothing so switch glowing off
if (gl_info.GlowColor == 0) gl_info.bGlowing = false;
}
data[0]=gl_info.GlowColor.r/255.0f;
data[1]=gl_info.GlowColor.g/255.0f;
data[2]=gl_info.GlowColor.b/255.0f;
}
//===========================================================================
//
// 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 FTexture::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 (gl_info.areacount) return false;
if (UseType == ETextureType::Flat) return false; // flats don't have transparent parts
gl_info.areacount=-1; //whatever happens next, it shouldn't be done twice!
// large textures are excluded for performance reasons
if (h>512) 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
if (gapc > 0)
{
FloatRect * rcs = new FloatRect[gapc];
for (x = 0; x < gapc; x++)
{
// gaps are stored as texture (u/v) coordinates
rcs[x].width = rcs[x].left = -1.0f;
rcs[x].top = (float)gaps[x][0] / (float)h;
rcs[x].height = (float)gaps[x][1] / (float)h;
}
gl_info.areas = rcs;
}
else gl_info.areas = nullptr;
gl_info.areacount=gapc;
return true;
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
void FTexture::CheckTrans(unsigned char * buffer, int size, int trans)
{
if (gl_info.mIsTransparent == -1)
{
gl_info.mIsTransparent = trans;
if (trans == -1)
{
uint32_t * dwbuf = (uint32_t*)buffer;
for(int i=0;i<size;i++)
{
uint32_t alpha = dwbuf[i]>>24;
if (alpha != 0xff && alpha != 0)
{
gl_info.mIsTransparent = 1;
return;
}
}
gl_info.mIsTransparent = 0;
}
}
}
//===========================================================================
//
// smooth the edges of transparent fields in the texture
//
//===========================================================================
#ifdef WORDS_BIGENDIAN
#define MSB 0
#define SOME_MASK 0xffffff00
#else
#define MSB 3
#define SOME_MASK 0x00ffffff
#endif
#define CHKPIX(ofs) (l1[(ofs)*4+MSB]==255 ? (( ((uint32_t*)l1)[0] = ((uint32_t*)l1)[ofs]&SOME_MASK), trans=true ) : false)
bool FTexture::SmoothEdges(unsigned char * buffer,int w, int h)
{
int x,y;
bool trans=buffer[MSB]==0; // If I set this to false here the code won't detect textures
// that only contain transparent pixels.
bool semitrans = false;
unsigned char * l1;
if (h<=1 || w<=1) return false; // makes (a) no sense and (b) doesn't work with this code!
l1=buffer;
if (l1[MSB]==0 && !CHKPIX(1)) CHKPIX(w);
else if (l1[MSB]<255) semitrans=true;
l1+=4;
for(x=1;x<w-1;x++, l1+=4)
{
if (l1[MSB]==0 && !CHKPIX(-1) && !CHKPIX(1)) CHKPIX(w);
else if (l1[MSB]<255) semitrans=true;
}
if (l1[MSB]==0 && !CHKPIX(-1)) CHKPIX(w);
else if (l1[MSB]<255) semitrans=true;
l1+=4;
for(y=1;y<h-1;y++)
{
if (l1[MSB]==0 && !CHKPIX(-w) && !CHKPIX(1)) CHKPIX(w);
else if (l1[MSB]<255) semitrans=true;
l1+=4;
for(x=1;x<w-1;x++, l1+=4)
{
if (l1[MSB]==0 && !CHKPIX(-w) && !CHKPIX(-1) && !CHKPIX(1) && !CHKPIX(-w-1) && !CHKPIX(-w+1) && !CHKPIX(w-1) && !CHKPIX(w+1)) CHKPIX(w);
else if (l1[MSB]<255) semitrans=true;
}
if (l1[MSB]==0 && !CHKPIX(-w) && !CHKPIX(-1)) CHKPIX(w);
else if (l1[MSB]<255) semitrans=true;
l1+=4;
}
if (l1[MSB]==0 && !CHKPIX(-w)) CHKPIX(1);
else if (l1[MSB]<255) semitrans=true;
l1+=4;
for(x=1;x<w-1;x++, l1+=4)
{
if (l1[MSB]==0 && !CHKPIX(-w) && !CHKPIX(-1)) CHKPIX(1);
else if (l1[MSB]<255) semitrans=true;
}
if (l1[MSB]==0 && !CHKPIX(-w)) CHKPIX(-1);
else if (l1[MSB]<255) semitrans=true;
return trans || semitrans;
}
//===========================================================================
//
// Post-process the texture data after the buffer has been created
//
//===========================================================================
bool FTexture::ProcessData(unsigned char * buffer, int w, int h, bool ispatch)
{
if (bMasked)
{
bMasked = SmoothEdges(buffer, w, h);
if (bMasked && !ispatch) FindHoles(buffer, w, h);
}
return true;
}
//===========================================================================
@ -506,42 +168,6 @@ void FTexture::SetSpriteAdjust()
}
}
//===========================================================================
//
// 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)
{
Name = "";
SourcePic = source;
CopySize(source);
bNoDecals = source->bNoDecals;
Rotations = source->Rotations;
UseType = source->UseType;
bMasked = false;
id.SetInvalid();
SourceLump = -1;
}
uint8_t *FBrightmapTexture::MakeTexture(FRenderStyle style)
{
// This function is only necessary to satisfy the parent class's interface.
// This will never be called.
return nullptr;
}
int FBrightmapTexture::CopyTrueColorPixels(FBitmap *bmp, int x, int y, int rotate, FCopyInfo *inf)
{
SourcePic->CopyTrueColorTranslated(bmp, x, y, rotate, GlobalBrightmap.Palette);
return 0;
}
//==========================================================================
//
// Parses a material definition
@ -754,55 +380,6 @@ void gl_ParseBrightmap(FScanner &sc, int deflump)
tex->gl_info.bDisableFullbright = disable_fullbright;
}
//==========================================================================
//
// Search auto paths for extra material textures
//
//==========================================================================
struct AutoTextureSearchPath
{
const char *path;
FTexture *FTexture::*pointer;
};
static AutoTextureSearchPath autosearchpaths[] =
{
{ "brightmaps/auto/", &FTexture::Brightmap }, // For backwards compatibility
{ "materials/brightmaps/auto/", &FTexture::Brightmap },
{ "materials/normalmaps/auto/", &FTexture::Normal },
{ "materials/specular/auto/", &FTexture::Specular },
{ "materials/metallic/auto/", &FTexture::Metallic },
{ "materials/roughness/auto/", &FTexture::Roughness },
{ "materials/ao/auto/", &FTexture::AmbientOcclusion }
};
void AddAutoMaterials()
{
// Fixme: let this be driven by the texture manager, not the renderer.
int num = Wads.GetNumLumps();
for (int i = 0; i < num; i++)
{
const char *name = Wads.GetLumpFullName(i);
for (const AutoTextureSearchPath &searchpath : autosearchpaths)
{
if (strstr(name, searchpath.path) == name)
{
TArray<FTextureID> list;
FString texname = ExtractFileBase(name, false);
TexMan.ListTextures(texname, list);
auto bmtex = TexMan.FindTexture(name, ETextureType::Any, FTextureManager::TEXMAN_TryAny || FTextureManager::TEXMAN_DontCreate || FTextureManager::TEXMAN_ShortNameOnly );
for (auto texid : list)
{
bmtex->bMasked = false;
auto tex = TexMan[texid];
if (tex != nullptr) tex->*(searchpath.pointer) = bmtex;
}
}
}
}
}
//==========================================================================
//
// Parses a GLBoom+ detail texture definition

View file

@ -4,24 +4,6 @@
#include "r_defs.h"
#include "textures/textures.h"
class FBrightmapTexture : public FWorldTexture
{
public:
FBrightmapTexture (FTexture *source);
uint8_t *MakeTexture(FRenderStyle style) override;
int CopyTrueColorPixels(FBitmap *bmp, int x, int y, int rotate, FCopyInfo *inf) override;
bool UseBasePalette() override { return false; }
protected:
FTexture *SourcePic;
};
void gl_GenerateGlobalBrightmapFromColormap();
unsigned char *gl_CreateUpsampledTextureBuffer ( const FTexture *inputTexture, unsigned char *inputBuffer, const int inWidth, const int inHeight, int &outWidth, int &outHeight, bool hasAlpha );
int CheckDDPK3(FTexture *tex);
int CheckExternalFile(FTexture *tex, bool & hascolorkey);

View file

@ -48,7 +48,6 @@ struct FRenderer
virtual void OnModeSet () {}
virtual void SetClearColor(int color) = 0;
virtual void Init() = 0;
virtual void RenderTextureView (FCanvasTexture *tex, AActor *viewpoint, double fov) = 0;
virtual void PreprocessLevel() {}
virtual void CleanLevelData() {}

View file

@ -404,13 +404,8 @@ void R_Init ()
atterm (R_Shutdown);
StartScreen->Progress();
// Colormap init moved back to InitPalette()
//R_InitColormaps ();
//StartScreen->Progress();
R_InitTranslationTables ();
R_SetViewSize (screenblocks);
Renderer->Init();
}
//==========================================================================

View file

@ -81,7 +81,7 @@ namespace swrenderer
uint32_t particle_texture[NUM_PARTICLE_TEXTURES][PARTICLE_TEXTURE_SIZE * PARTICLE_TEXTURE_SIZE];
short zeroarray[MAXWIDTH];
short zeroarray[MAXWIDTH] = { 0 };
short screenheightarray[MAXWIDTH];
void R_InitShadeMaps()

View file

@ -81,18 +81,14 @@ using namespace swrenderer;
FSoftwareRenderer::FSoftwareRenderer()
{
R_InitShadeMaps();
InitSWColorMaps();
}
FSoftwareRenderer::~FSoftwareRenderer()
{
}
void FSoftwareRenderer::Init()
{
mScene.Init();
InitSWColorMaps();
}
void FSoftwareRenderer::PrecacheTexture(FTexture *tex, int cache)
{
bool isbgra = screen->IsBgra();

View file

@ -28,7 +28,6 @@ struct FSoftwareRenderer : public FRenderer
void OnModeSet() override;
void SetClearColor(int color) override;
void Init() override;
void RenderTextureView (FCanvasTexture *tex, AActor *viewpoint, double fov) override;
void PreprocessLevel() override;

View file

@ -378,14 +378,6 @@ namespace swrenderer
viewport->SetViewport(MainThread(), SCREENWIDTH, SCREENHEIGHT, trueratio);
}
void RenderScene::Init()
{
// viewwidth / viewheight are set by the defaults
fillshort(zeroarray, MAXWIDTH, 0);
R_InitShadeMaps();
}
void RenderScene::Deinit()
{
MainThread()->TranslucentPass->Deinit();

View file

@ -44,7 +44,6 @@ namespace swrenderer
RenderScene();
~RenderScene();
void Init();
void ScreenResized();
void Deinit();

View file

@ -0,0 +1,100 @@
/*
** brightmaptexture.cpp
** The texture class for colormap based brightmaps.
**
**---------------------------------------------------------------------------
** Copyright 2006-2018 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
**
*/
#include "doomtype.h"
#include "files.h"
#include "w_wad.h"
#include "templates.h"
#include "i_system.h"
#include "r_data/r_translate.h"
#include "bitmap.h"
#include "colormatcher.h"
#include "c_dispatch.h"
#include "v_video.h"
#include "m_fixed.h"
#include "textures/textures.h"
#include "v_palette.h"
class FBrightmapTexture : public FWorldTexture
{
public:
FBrightmapTexture (FTexture *source);
uint8_t *MakeTexture(FRenderStyle style) override;
int CopyTrueColorPixels(FBitmap *bmp, int x, int y, int rotate, FCopyInfo *inf) override;
bool UseBasePalette() override { return false; }
protected:
FTexture *SourcePic;
};
//===========================================================================
//
// fake brightness maps
// These are generated for textures affected by a colormap with
// fullbright entries.
//
//===========================================================================
FBrightmapTexture::FBrightmapTexture (FTexture *source)
{
Name = "";
SourcePic = source;
CopySize(source);
bNoDecals = source->bNoDecals;
Rotations = source->Rotations;
UseType = source->UseType;
bMasked = false;
id.SetInvalid();
SourceLump = -1;
}
uint8_t *FBrightmapTexture::MakeTexture(FRenderStyle style)
{
// This function is only necessary to satisfy the parent class's interface.
// This will never be called.
return nullptr;
}
int FBrightmapTexture::CopyTrueColorPixels(FBitmap *bmp, int x, int y, int rotate, FCopyInfo *inf)
{
SourcePic->CopyTrueColorTranslated(bmp, x, y, rotate, TexMan.GlobalBrightmap.Palette);
return 0;
}
FTexture *CreateBrightmapTexture(FTexture *tex)
{
return new FBrightmapTexture(tex);
}

View file

@ -4,6 +4,7 @@
**
**---------------------------------------------------------------------------
** Copyright 2004-2007 Randy Heit
** Copyright 2006-2018 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
@ -47,6 +48,8 @@
#include "textures/textures.h"
#include "v_palette.h"
FTexture *CreateBrightmapTexture(FTexture*);
// Make sprite offset adjustment user-configurable per renderer.
int r_spriteadjustSW, r_spriteadjustHW;
CUSTOM_CVAR(Int, r_spriteadjust, 2, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
@ -56,13 +59,12 @@ CUSTOM_CVAR(Int, r_spriteadjust, 2, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
TexMan.SpriteAdjustChanged();
}
typedef FTexture * (*CreateFunc)(FileReader & file, int lumpnum);
struct TexCreateInfo
{
CreateFunc TryCreate;
ETextureType usetype;
};
//==========================================================================
//
//
//
//==========================================================================
uint8_t FTexture::GrayMap[256];
@ -70,10 +72,25 @@ void FTexture::InitGrayMap()
{
for (int i = 0; i < 256; ++i)
{
GrayMap[i] = ColorMatcher.Pick (i, i, i);
GrayMap[i] = ColorMatcher.Pick(i, i, i);
}
}
//==========================================================================
//
//
//
//==========================================================================
typedef FTexture * (*CreateFunc)(FileReader & file, int lumpnum);
struct TexCreateInfo
{
CreateFunc TryCreate;
ETextureType usetype;
};
FTexture *IMGZTexture_TryCreate(FileReader &, int lumpnum);
FTexture *PNGTexture_TryCreate(FileReader &, int lumpnum);
FTexture *JPEGTexture_TryCreate(FileReader &, int lumpnum);
@ -153,14 +170,24 @@ FTexture * FTexture::CreateTexture (const char *name, int lumpnum, ETextureType
return tex;
}
//==========================================================================
//
//
//
//==========================================================================
FTexture::FTexture (const char *name, int lumpnum)
:
WidthBits(0), HeightBits(0), Scale(1,1), SourceLump(lumpnum),
UseType(ETextureType::Any), bNoDecals(false), bNoRemap0(false), bWorldPanning(false),
bMasked(true), bAlphaTexture(false), bHasCanvas(false), bWarped(0), bComplex(false), bMultiPatch(false), bKeepAround(false),
bMasked(true), bAlphaTexture(false), bHasCanvas(false), bWarped(0), bComplex(false), bMultiPatch(false), bKeepAround(false), bFullNameTexture(false),
Rotations(0xFFFF), SkyOffset(0), Width(0), Height(0), WidthMask(0)
{
bBrightmapChecked = false;
bGlowing = false;
bTranslucent = -1;
_LeftOffset[0] = _LeftOffset[1] = _TopOffset[0] = _TopOffset[1] = 0;
id.SetInvalid();
if (name != NULL)
@ -181,7 +208,9 @@ FTexture::FTexture (const char *name, int lumpnum)
FTexture::~FTexture ()
{
FTexture *link = Wads.GetLinkedTexture(SourceLump);
if (link == this) Wads.SetLinkedTexture(SourceLump, NULL);
if (link == this) Wads.SetLinkedTexture(SourceLump, nullptr);
if (areas != nullptr) delete[] areas;
areas = nullptr;
}
void FTexture::Unload()
@ -189,6 +218,12 @@ void FTexture::Unload()
PixelsBgra = std::vector<uint32_t>();
}
//==========================================================================
//
//
//
//==========================================================================
const uint32_t *FTexture::GetColumnBgra(unsigned int column, const Span **spans_out)
{
const uint32_t *pixels = GetPixelsBgra();
@ -216,6 +251,12 @@ const uint32_t *FTexture::GetPixelsBgra()
return PixelsBgra.data();
}
//==========================================================================
//
//
//
//==========================================================================
bool FTexture::CheckModified (FRenderStyle)
{
return false;
@ -231,6 +272,12 @@ void FTexture::SetFrontSkyLayer ()
bNoRemap0 = true;
}
//==========================================================================
//
//
//
//==========================================================================
void FTexture::CalcBitSize ()
{
// WidthBits is rounded down, and HeightBits is rounded up
@ -258,6 +305,12 @@ void FTexture::CalcBitSize ()
HeightBits = i;
}
//==========================================================================
//
//
//
//==========================================================================
FTexture::Span **FTexture::CreateSpans (const uint8_t *pixels) const
{
Span **spans, *span;
@ -357,6 +410,12 @@ void FTexture::FreeSpans (Span **spans) const
M_Free (spans);
}
//==========================================================================
//
//
//
//==========================================================================
void FTexture::GenerateBgraFromBitmap(const FBitmap &bitmap)
{
CreatePixelsBgraWithMipmaps();
@ -399,6 +458,12 @@ int FTexture::MipmapLevels() const
return MAX(widthbits, heightbits);
}
//==========================================================================
//
//
//
//==========================================================================
void FTexture::GenerateBgraMipmaps()
{
struct Color4f
@ -520,6 +585,12 @@ void FTexture::GenerateBgraMipmaps()
}
}
//==========================================================================
//
//
//
//==========================================================================
void FTexture::GenerateBgraMipmapsFast()
{
uint32_t *src = PixelsBgra.data();
@ -561,6 +632,12 @@ void FTexture::GenerateBgraMipmapsFast()
}
}
//==========================================================================
//
//
//
//==========================================================================
void FTexture::CopyToBlock (uint8_t *dest, int dwidth, int dheight, int xpos, int ypos, int rotate, const uint8_t *translation, FRenderStyle style)
{
const uint8_t *pixels = GetPixels(style);
@ -602,8 +679,12 @@ void FTexture::CopyToBlock (uint8_t *dest, int dwidth, int dheight, int xpos, in
}
}
//==========================================================================
//
// Converts a texture between row-major and column-major format
// by flipping it about the X=Y axis.
//
//==========================================================================
void FTexture::FlipSquareBlock (uint8_t *block, int x, int y)
{
@ -720,6 +801,12 @@ void FTexture::FlipNonSquareBlockRemap (uint8_t *dst, const uint8_t *src, int x,
}
}
//==========================================================================
//
//
//
//==========================================================================
void FTexture::FillBuffer(uint8_t *buff, int pitch, int height, FTextureFormat fmt)
{
const uint8_t *pix;
@ -787,7 +874,13 @@ int FTexture::CopyTrueColorTranslated(FBitmap *bmp, int x, int y, int rotate, Pa
return 0;
}
bool FTexture::UseBasePalette()
//==========================================================================
//
//
//
//==========================================================================
bool FTexture::UseBasePalette()
{
return true;
}
@ -914,8 +1007,345 @@ int FTexture::CheckRealHeight()
return maxy;
}
//==========================================================================
//
// Search auto paths for extra material textures
//
//==========================================================================
void FTexture::AddAutoMaterials()
{
struct AutoTextureSearchPath
{
const char *path;
FTexture *FTexture::*pointer;
};
static AutoTextureSearchPath autosearchpaths[] =
{
{ "brightmaps/", &FTexture::Brightmap }, // For backwards compatibility, only for short names
{ "materials/brightmaps/", &FTexture::Brightmap },
{ "materials/normalmaps/", &FTexture::Normal },
{ "materials/specular/", &FTexture::Specular },
{ "materials/metallic/", &FTexture::Metallic },
{ "materials/roughness/", &FTexture::Roughness },
{ "materials/ao/", &FTexture::AmbientOcclusion }
};
int startindex = bFullNameTexture ? 1 : 0;
FString searchname = Name;
if (bFullNameTexture)
{
auto dot = searchname.LastIndexOf('.');
auto slash = searchname.LastIndexOf('/');
if (dot > slash) searchname.Truncate(dot);
}
for (int i = 0; i < countof(autosearchpaths); i++)
{
auto &layer = autosearchpaths[i];
if (this->*(layer.pointer) == nullptr) // only if no explicit assignment had been done.
{
FStringf lookup("%s%s%s", layer.path, bFullNameTexture ? "" : "auto/", searchname.GetChars());
auto lump = Wads.CheckNumForFullName(lookup, false, ns_global, true);
if (lump != -1)
{
auto bmtex = TexMan.FindTexture(Wads.GetLumpFullName(lump), ETextureType::Any, FTextureManager::TEXMAN_TryAny);
if (bmtex != nullptr)
{
bmtex->bMasked = false;
this->*(layer.pointer) = bmtex;
}
}
}
}
}
//===========================================================================
//
// Checks if the texture has a default brightmap and creates it if so
//
//===========================================================================
void FTexture::CreateDefaultBrightmap()
{
if (!bBrightmapChecked)
{
// Check for brightmaps
if (UseBasePalette() && TexMan.HasGlobalBrightmap &&
UseType != ETextureType::Decal && UseType != ETextureType::MiscPatch && UseType != ETextureType::FontChar &&
Brightmap == NULL && bWarped == 0
)
{
// May have one - let's check when we use this texture
const uint8_t *texbuf = GetPixels(DefaultRenderStyle());
const int white = ColorMatcher.Pick(255, 255, 255);
int size = GetWidth() * GetHeight();
for (int i = 0; i<size; i++)
{
if (TexMan.GlobalBrightmap.Remap[texbuf[i]] == white)
{
// Create a brightmap
DPrintf(DMSG_NOTIFY, "brightmap created for texture '%s'\n", Name.GetChars());
Brightmap = CreateBrightmapTexture(this);
bBrightmapChecked = true;
TexMan.AddTexture(Brightmap);
return;
}
}
// No bright pixels found
DPrintf(DMSG_SPAMMY, "No bright pixels found in texture '%s'\n", Name.GetChars());
bBrightmapChecked = 1;
}
else
{
// does not have one so set the flag to 'done'
bBrightmapChecked = 1;
}
}
}
//==========================================================================
//
// Calculates glow color for a texture
//
//==========================================================================
void FTexture::GetGlowColor(float *data)
{
if (bGlowing && GlowColor == 0)
{
int w = Width, h = Height;
auto buffer = new uint8_t[w * h];
if (buffer)
{
FillBuffer(buffer, w, h, TEX_RGB);
GlowColor = averageColor((uint32_t *)buffer, w*h, 153);
delete[] buffer;
}
// Black glow equals nothing so switch glowing off
if (GlowColor == 0) bGlowing = false;
}
data[0] = GlowColor.r / 255.0f;
data[1] = GlowColor.g / 255.0f;
data[2] = GlowColor.b / 255.0f;
}
//===========================================================================
//
// 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 FTexture::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 (UseType == ETextureType::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>512) 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
if (gapc > 0)
{
FloatRect * rcs = new FloatRect[gapc];
for (x = 0; x < gapc; x++)
{
// gaps are stored as texture (u/v) coordinates
rcs[x].width = rcs[x].left = -1.0f;
rcs[x].top = (float)gaps[x][0] / (float)h;
rcs[x].height = (float)gaps[x][1] / (float)h;
}
areas = rcs;
}
else areas = nullptr;
areacount = gapc;
return true;
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
void FTexture::CheckTrans(unsigned char * buffer, int size, int trans)
{
if (bTranslucent == -1)
{
bTranslucent = trans;
if (trans == -1)
{
uint32_t * dwbuf = (uint32_t*)buffer;
for (int i = 0; i<size; i++)
{
uint32_t alpha = dwbuf[i] >> 24;
if (alpha != 0xff && alpha != 0)
{
bTranslucent = 1;
return;
}
}
bTranslucent = 0;
}
}
}
//===========================================================================
//
// smooth the edges of transparent fields in the texture
//
//===========================================================================
#ifdef WORDS_BIGENDIAN
#define MSB 0
#define SOME_MASK 0xffffff00
#else
#define MSB 3
#define SOME_MASK 0x00ffffff
#endif
#define CHKPIX(ofs) (l1[(ofs)*4+MSB]==255 ? (( ((uint32_t*)l1)[0] = ((uint32_t*)l1)[ofs]&SOME_MASK), trans=true ) : false)
bool FTexture::SmoothEdges(unsigned char * buffer, int w, int h)
{
int x, y;
bool trans = buffer[MSB] == 0; // If I set this to false here the code won't detect textures
// that only contain transparent pixels.
bool semitrans = false;
unsigned char * l1;
if (h <= 1 || w <= 1) return false; // makes (a) no sense and (b) doesn't work with this code!
l1 = buffer;
if (l1[MSB] == 0 && !CHKPIX(1)) CHKPIX(w);
else if (l1[MSB]<255) semitrans = true;
l1 += 4;
for (x = 1; x<w - 1; x++, l1 += 4)
{
if (l1[MSB] == 0 && !CHKPIX(-1) && !CHKPIX(1)) CHKPIX(w);
else if (l1[MSB]<255) semitrans = true;
}
if (l1[MSB] == 0 && !CHKPIX(-1)) CHKPIX(w);
else if (l1[MSB]<255) semitrans = true;
l1 += 4;
for (y = 1; y<h - 1; y++)
{
if (l1[MSB] == 0 && !CHKPIX(-w) && !CHKPIX(1)) CHKPIX(w);
else if (l1[MSB]<255) semitrans = true;
l1 += 4;
for (x = 1; x<w - 1; x++, l1 += 4)
{
if (l1[MSB] == 0 && !CHKPIX(-w) && !CHKPIX(-1) && !CHKPIX(1) && !CHKPIX(-w - 1) && !CHKPIX(-w + 1) && !CHKPIX(w - 1) && !CHKPIX(w + 1)) CHKPIX(w);
else if (l1[MSB]<255) semitrans = true;
}
if (l1[MSB] == 0 && !CHKPIX(-w) && !CHKPIX(-1)) CHKPIX(w);
else if (l1[MSB]<255) semitrans = true;
l1 += 4;
}
if (l1[MSB] == 0 && !CHKPIX(-w)) CHKPIX(1);
else if (l1[MSB]<255) semitrans = true;
l1 += 4;
for (x = 1; x<w - 1; x++, l1 += 4)
{
if (l1[MSB] == 0 && !CHKPIX(-w) && !CHKPIX(-1)) CHKPIX(1);
else if (l1[MSB]<255) semitrans = true;
}
if (l1[MSB] == 0 && !CHKPIX(-w)) CHKPIX(-1);
else if (l1[MSB]<255) semitrans = true;
return trans || semitrans;
}
//===========================================================================
//
// Post-process the texture data after the buffer has been created
//
//===========================================================================
bool FTexture::ProcessData(unsigned char * buffer, int w, int h, bool ispatch)
{
if (bMasked)
{
bMasked = SmoothEdges(buffer, w, h);
if (bMasked && !ispatch) FindHoles(buffer, w, h);
}
return true;
}
//===========================================================================
//
// Dummy texture for the 0-entry.
//
//===========================================================================
FDummyTexture::FDummyTexture ()
{

View file

@ -163,14 +163,19 @@ FTextureID FTextureManager::CheckForTexture (const char *name, ETextureType uset
{
return FTextureID(0);
}
i = HashFirst[MakeKey (name) % HASH_SIZE];
while (i != HASH_END)
for(i = HashFirst[MakeKey(name) % HASH_SIZE]; i != HASH_END; i = Textures[i].HashNext)
{
const FTexture *tex = Textures[i].Texture;
if (stricmp (tex->Name, name) == 0)
if (stricmp (tex->Name, name) == 0 )
{
// If we look for short names, we must ignore any long name texture.
if ((flags & TEXMAN_ShortNameOnly) && !tex->bFullNameTexture)
{
continue;
}
// The name matches, so check the texture type
if (usetype == ETextureType::Any)
{
@ -210,7 +215,6 @@ FTextureID FTextureManager::CheckForTexture (const char *name, ETextureType uset
}
}
}
i = Textures[i].HashNext;
}
if ((flags & TEXMAN_TryAny) && usetype != ETextureType::Any)
@ -242,6 +246,7 @@ FTextureID FTextureManager::CheckForTexture (const char *name, ETextureType uset
tex = FTexture::CreateTexture("", lump, ETextureType::Override);
if (tex != NULL)
{
tex->AddAutoMaterials();
Wads.SetLinkedTexture(lump, tex);
return AddTexture(tex);
}
@ -981,6 +986,7 @@ FTexture *CreateShaderTexture(bool, bool);
void FTextureManager::Init()
{
DeleteAll();
GenerateGlobalBrightmapFromColormap();
SpriteFrames.Clear();
//if (BuildTileFiles.Size() == 0) CountBuildTiles ();
FTexture::InitGrayMap();
@ -1045,6 +1051,11 @@ void FTextureManager::Init()
InitSwitchList();
InitPalettedVersions();
AdjustSpriteOffsets();
// Add auto materials to each texture after everything has been set up.
for (auto &tex : Textures)
{
tex.Texture->AddAutoMaterials();
}
}
//==========================================================================
@ -1057,7 +1068,6 @@ void FTextureManager::InitPalettedVersions()
{
int lump, lastlump = 0;
PalettedVersions.Clear();
while ((lump = Wads.FindLump("PALVERS", &lastlump)) != -1)
{
FScanner sc(lump);
@ -1077,7 +1087,10 @@ void FTextureManager::InitPalettedVersions()
}
if (pic1.isValid() && pic2.isValid())
{
PalettedVersions[pic1.GetIndex()] = pic2.GetIndex();
FTexture *owner = TexMan[pic1];
FTexture *owned = TexMan[pic2];
if (owner && owned) owner->PalVersion = owned;
}
}
}
@ -1089,12 +1102,13 @@ void FTextureManager::InitPalettedVersions()
//
//==========================================================================
// fixme: The way this is used, it is mostly useless.
FTextureID FTextureManager::PalCheck(FTextureID tex)
{
if (vid_nopalsubstitutions) return tex;
int *newtex = PalettedVersions.CheckKey(tex.GetIndex());
if (newtex == NULL || *newtex == 0) return tex;
return *newtex;
auto ftex = operator[](tex);
if (ftex != nullptr && ftex->PalVersion != nullptr) return ftex->PalVersion->id;
return tex;
}
//===========================================================================
@ -1292,6 +1306,55 @@ void FTextureManager::SpriteAdjustChanged()
}
}
//===========================================================================
//
// Examines the colormap to see if some of the colors have to be
// considered fullbright all the time.
//
//===========================================================================
void FTextureManager::GenerateGlobalBrightmapFromColormap()
{
Wads.CheckNumForFullName("textures/tgapal", false, 0, true);
HasGlobalBrightmap = false;
int lump = Wads.CheckNumForName("COLORMAP");
if (lump == -1) lump = Wads.CheckNumForName("COLORMAP", ns_colormaps);
if (lump == -1) return;
FMemLump cmap = Wads.ReadLump(lump);
uint8_t palbuffer[768];
ReadPalette(Wads.CheckNumForName("PLAYPAL"), palbuffer);
const unsigned char *cmapdata = (const unsigned char *)cmap.GetMem();
const uint8_t *paldata = palbuffer;
const int black = 0;
const int white = ColorMatcher.Pick(255, 255, 255);
GlobalBrightmap.MakeIdentity();
memset(GlobalBrightmap.Remap, white, 256);
for (int i = 0; i<256; i++) GlobalBrightmap.Palette[i] = PalEntry(255, 255, 255, 255);
for (int j = 0; j<32; j++)
{
for (int i = 0; i<256; i++)
{
// the palette comparison should be for ==0 but that gives false positives with Heretic
// and Hexen.
if (cmapdata[i + j * 256] != i || (paldata[3 * i]<10 && paldata[3 * i + 1]<10 && paldata[3 * i + 2]<10))
{
GlobalBrightmap.Remap[i] = black;
GlobalBrightmap.Palette[i] = PalEntry(255, 0, 0, 0);
}
}
}
for (int i = 0; i<256; i++)
{
HasGlobalBrightmap |= GlobalBrightmap.Remap[i] == white;
if (GlobalBrightmap.Remap[i] == white) DPrintf(DMSG_NOTIFY, "Marked color %d as fullbright\n", i);
}
}
//==========================================================================
//
//

View file

@ -171,6 +171,7 @@ public:
static FTexture *CreateTexture(const char *name, int lumpnum, ETextureType usetype);
static FTexture *CreateTexture(int lumpnum, ETextureType usetype);
virtual ~FTexture ();
void AddAutoMaterials();
//int16_t LeftOffset, TopOffset;
@ -181,6 +182,11 @@ public:
int SourceLump;
FTextureID id;
// None of the following pointers are owned by this texture, they are all controlled by the texture manager.
// Paletted variant
FTexture *PalVersion = nullptr;
// Material layers
FTexture *Brightmap = nullptr;
FTexture *Normal = nullptr; // Normal map texture
FTexture *Specular = nullptr; // Specular light texture for the diffuse+normal+specular light model
@ -203,9 +209,16 @@ public:
// doing it per patch.
uint8_t bMultiPatch:1; // This is a multipatch texture (we really could use real type info for textures...)
uint8_t bKeepAround:1; // This texture was used as part of a multi-patch texture. Do not free it.
uint8_t bFullNameTexture : 1;
uint8_t bBrightmapChecked : 1; // Set to 1 if brightmap has been checked
uint8_t bGlowing : 1; // Texture glow color
int8_t bTranslucent : 2;
uint16_t Rotations;
int16_t SkyOffset;
FloatRect *areas = nullptr;
int areacount = 0;
PalEntry GlowColor = 0;
struct Span
@ -373,13 +386,6 @@ protected:
bNoDecals = other->bNoDecals;
Rotations = other->Rotations;
gl_info = other->gl_info;
Brightmap = NULL;
Normal = NULL;
Specular = NULL;
Metallic = NULL;
Roughness = NULL;
AmbientOcclusion = NULL;
gl_info.areas = NULL;
}
std::vector<uint32_t> PixelsBgra;
@ -411,18 +417,13 @@ public:
FGLTexture *SystemTexture[2];
float Glossiness;
float SpecularLevel;
PalEntry GlowColor;
int GlowHeight;
FloatRect *areas;
int areacount;
int shaderindex;
float shaderspeed;
int mIsTransparent:2;
bool bGlowing:1; // Texture glows
bool bAutoGlowing : 1; // Glow info is determined from texture image.
bool bFullbright:1; // always draw fullbright
bool bSkybox:1; // This is a skybox
char bBrightmapChecked:1; // Set to 1 if brightmap has been checked
bool bDisableFullbright:1; // This texture will not be displayed as fullbright sprite
bool bNoFilter:1;
bool bNoCompress:1;
@ -434,7 +435,7 @@ public:
MiscGLInfo gl_info;
void GetGlowColor(float *data);
bool isGlowing() { return gl_info.bGlowing; }
bool isGlowing() { return bGlowing; }
bool isFullbright() { return gl_info.bFullbright; }
void CreateDefaultBrightmap();
bool FindHoles(const unsigned char * buffer, int w, int h);
@ -597,6 +598,7 @@ private:
void ParseAnimatedDoor(FScanner &sc);
void InitPalettedVersions();
void GenerateGlobalBrightmapFromColormap();
// Switches
@ -616,7 +618,6 @@ private:
int HashFirst[HASH_SIZE];
FTextureID DefaultTexture;
TArray<int> FirstTextureForFile;
TMap<int,int> PalettedVersions; // maps from normal -> paletted version
TArray<TArray<uint8_t> > BuildTileData;
TArray<FAnimDef *> mAnimations;
@ -624,6 +625,8 @@ private:
TArray<FDoorAnimation> mAnimatedDoors;
public:
bool HasGlobalBrightmap;
FRemapTable GlobalBrightmap;
short sintable[2048]; // for texture warping
enum
{

View file

@ -109,6 +109,7 @@ void uppercopy (char *to, const char *from)
FWadCollection::FWadCollection ()
: FirstLumpIndex(NULL), NextLumpIndex(NULL),
FirstLumpIndex_FullName(NULL), NextLumpIndex_FullName(NULL),
FirstLumpIndex_NoExt(NULL), NextLumpIndex_NoExt(NULL),
NumLumps(0)
{
}
@ -140,11 +141,21 @@ void FWadCollection::DeleteAll ()
delete[] NextLumpIndex_FullName;
NextLumpIndex_FullName = NULL;
}
if (FirstLumpIndex_NoExt != NULL)
{
delete[] FirstLumpIndex_NoExt;
FirstLumpIndex_NoExt = NULL;
}
if (NextLumpIndex_NoExt != NULL)
{
delete[] NextLumpIndex_NoExt;
NextLumpIndex_NoExt = NULL;
}
LumpInfo.Clear();
NumLumps = 0;
// we must count backward to enssure that embedded WADs are deleted before
// we must count backward to ensure that embedded WADs are deleted before
// the ones that contain their data.
for (int i = Files.Size() - 1; i >= 0; --i)
{
@ -192,6 +203,8 @@ void FWadCollection::InitMultipleFiles (TArray<FString> &filenames)
NextLumpIndex = new uint32_t[NumLumps];
FirstLumpIndex_FullName = new uint32_t[NumLumps];
NextLumpIndex_FullName = new uint32_t[NumLumps];
FirstLumpIndex_NoExt = new uint32_t[NumLumps];
NextLumpIndex_NoExt = new uint32_t[NumLumps];
InitHashChains ();
LumpInfo.ShrinkToFit();
Files.ShrinkToFit();
@ -533,7 +546,7 @@ int FWadCollection::GetNumForName (const char *name, int space)
//
//==========================================================================
int FWadCollection::CheckNumForFullName (const char *name, bool trynormal, int namespc)
int FWadCollection::CheckNumForFullName (const char *name, bool trynormal, int namespc, bool ignoreext)
{
uint32_t i;
@ -541,12 +554,19 @@ int FWadCollection::CheckNumForFullName (const char *name, bool trynormal, int n
{
return -1;
}
uint32_t *fli = ignoreext ? FirstLumpIndex_NoExt : FirstLumpIndex_FullName;
uint32_t *nli = ignoreext ? NextLumpIndex_NoExt : NextLumpIndex_FullName;
auto len = strlen(name);
i = FirstLumpIndex_FullName[MakeKey(name) % NumLumps];
while (i != NULL_INDEX && stricmp(name, LumpInfo[i].lump->FullName))
for (i = fli[MakeKey(name) % NumLumps]; i != NULL_INDEX; i = nli[i])
{
i = NextLumpIndex_FullName[i];
if (strnicmp(name, LumpInfo[i].lump->FullName, len)) continue;
if (LumpInfo[i].lump->FullName[len] == 0) break; // this is a full match
if (ignoreext && LumpInfo[i].lump->FullName[len] == '.')
{
// is this the last '.' in the last path element, indicating that the remaining part of the name is only an extension?
if (strpbrk(LumpInfo[i].lump->FullName.GetChars() + len + 1, "./") == nullptr) break;
}
}
if (i != NULL_INDEX) return i;
@ -733,6 +753,8 @@ void FWadCollection::InitHashChains (void)
memset (NextLumpIndex, 255, NumLumps*sizeof(NextLumpIndex[0]));
memset (FirstLumpIndex_FullName, 255, NumLumps*sizeof(FirstLumpIndex_FullName[0]));
memset (NextLumpIndex_FullName, 255, NumLumps*sizeof(NextLumpIndex_FullName[0]));
memset(FirstLumpIndex_NoExt, 255, NumLumps * sizeof(FirstLumpIndex_NoExt[0]));
memset(NextLumpIndex_NoExt, 255, NumLumps * sizeof(NextLumpIndex_NoExt[0]));
// Now set up the chains
for (i = 0; i < (unsigned)NumLumps; i++)
@ -748,6 +770,16 @@ void FWadCollection::InitHashChains (void)
j = MakeKey(LumpInfo[i].lump->FullName) % NumLumps;
NextLumpIndex_FullName[i] = FirstLumpIndex_FullName[j];
FirstLumpIndex_FullName[j] = i;
FString nameNoExt = LumpInfo[i].lump->FullName;
auto dot = nameNoExt.LastIndexOf('.');
auto slash = nameNoExt.LastIndexOf('/');
if (dot > slash) nameNoExt.Truncate(dot);
j = MakeKey(nameNoExt) % NumLumps;
NextLumpIndex_NoExt[i] = FirstLumpIndex_NoExt[j];
FirstLumpIndex_NoExt[j] = i;
}
}
}

View file

@ -135,7 +135,7 @@ public:
inline int GetNumForName (const uint8_t *name) { return GetNumForName ((const char *)name); }
inline int GetNumForName (const uint8_t *name, int ns) { return GetNumForName ((const char *)name, ns); }
int CheckNumForFullName (const char *name, bool trynormal = false, int namespc = ns_global);
int CheckNumForFullName (const char *name, bool trynormal = false, int namespc = ns_global, bool ignoreext = false);
int CheckNumForFullName (const char *name, int wadfile);
int GetNumForFullName (const char *name);
@ -194,6 +194,9 @@ protected:
uint32_t *FirstLumpIndex_FullName; // The same information for fully qualified paths from .zips
uint32_t *NextLumpIndex_FullName;
uint32_t *FirstLumpIndex_NoExt; // The same information for fully qualified paths from .zips
uint32_t *NextLumpIndex_NoExt;
uint32_t NumLumps; // Not necessarily the same as LumpInfo.Size()
uint32_t NumWads;