/* ** warptexture.cpp ** Texture class for warped textures ** **--------------------------------------------------------------------------- ** Copyright 2004-2006 Randy Heit ** 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 "r_utility.h" #include "r_swtexture.h" #include "warpbuffer.h" #include "v_video.h" FWarpTexture::FWarpTexture (FTexture *source, int warptype) : FSoftwareTexture (source) { if (warptype == 2) SetupMultipliers(256, 128); SetupMultipliers(128, 128); // [mxd] bWarped = warptype; } bool FWarpTexture::CheckModified (int style) { return screen->FrameTime != GenTime[style]; } const uint32_t *FWarpTexture::GetPixelsBgra() { uint64_t time = screen->FrameTime; if (time != GenTime[2]) { auto otherpix = FSoftwareTexture::GetPixelsBgra(); WarpedPixelsRgba.Resize(GetWidth() * GetHeight()); WarpBuffer(WarpedPixelsRgba.Data(), otherpix, GetWidth(), GetHeight(), WidthOffsetMultiplier, HeightOffsetMultiplier, time, mTexture->shaderspeed, bWarped); FreeAllSpans(); GenTime[2] = time; } return WarpedPixelsRgba.Data(); } const uint8_t *FWarpTexture::GetPixels(int index) { uint64_t time = screen->FrameTime; if (time != GenTime[index]) { const uint8_t *otherpix = FSoftwareTexture::GetPixels(index); WarpedPixels[index].Resize(GetWidth() * GetHeight()); WarpBuffer(WarpedPixels[index].Data(), otherpix, GetWidth(), GetHeight(), WidthOffsetMultiplier, HeightOffsetMultiplier, time, mTexture->shaderspeed, bWarped); FreeAllSpans(); GenTime[index] = time; } return WarpedPixels[index].Data(); } // [mxd] Non power of 2 textures need different offset multipliers, otherwise warp animation won't sync across texture void FWarpTexture::SetupMultipliers (int width, int height) { WidthOffsetMultiplier = width; HeightOffsetMultiplier = height; int widthpo2 = NextPo2(GetWidth()); int heightpo2 = NextPo2(GetHeight()); if(widthpo2 != GetWidth()) WidthOffsetMultiplier = (int)(WidthOffsetMultiplier * ((float)widthpo2 / GetWidth())); if(heightpo2 != GetHeight()) HeightOffsetMultiplier = (int)(HeightOffsetMultiplier * ((float)heightpo2 / GetHeight())); } int FWarpTexture::NextPo2 (int v) { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; return ++v; }