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7134f53638
Smoothing of edges could mark textures as non-transparent when hqNx upscale filter is used See http://forum.drdteam.org/viewtopic.php?t=6812
849 lines
22 KiB
C++
849 lines
22 KiB
C++
/*
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** Global texture data
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**
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**---------------------------------------------------------------------------
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** Copyright 2004-2009 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/system/gl_system.h"
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#include "c_cvars.h"
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#include "w_wad.h"
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#include "templates.h"
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#include "colormatcher.h"
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#include "r_data/r_translate.h"
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#include "c_dispatch.h"
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#ifdef _WIN32
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#include "win32gliface.h"
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#endif
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#include "v_palette.h"
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#include "sc_man.h"
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#include "gl/system/gl_interface.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/textures/gl_texture.h"
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#include "gl/textures/gl_material.h"
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#include "gl/textures/gl_samplers.h"
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//==========================================================================
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//
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// Texture CVARs
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//
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//==========================================================================
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CUSTOM_CVAR(Float,gl_texture_filter_anisotropic,8.0f,CVAR_ARCHIVE|CVAR_GLOBALCONFIG|CVAR_NOINITCALL)
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{
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if (GLRenderer != NULL && GLRenderer->mSamplerManager != NULL) GLRenderer->mSamplerManager->SetTextureFilterMode();
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}
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CCMD(gl_flush)
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{
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if (GLRenderer != NULL) GLRenderer->FlushTextures();
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}
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CUSTOM_CVAR(Int, gl_texture_filter, 4, CVAR_ARCHIVE|CVAR_GLOBALCONFIG|CVAR_NOINITCALL)
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{
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if (self < 0 || self > 5) self=4;
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if (GLRenderer != NULL && GLRenderer->mSamplerManager != NULL) GLRenderer->mSamplerManager->SetTextureFilterMode();
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}
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CUSTOM_CVAR(Int, gl_texture_format, 0, CVAR_ARCHIVE|CVAR_GLOBALCONFIG|CVAR_NOINITCALL)
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{
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// [BB] The number of available texture modes depends on the GPU capabilities.
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// RFL_TEXTURE_COMPRESSION gives us one additional mode and RFL_TEXTURE_COMPRESSION_S3TC
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// another three.
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int numOfAvailableTextureFormat = 4;
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if ( gl.flags & RFL_TEXTURE_COMPRESSION && gl.flags & RFL_TEXTURE_COMPRESSION_S3TC )
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numOfAvailableTextureFormat = 8;
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else if ( gl.flags & RFL_TEXTURE_COMPRESSION )
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numOfAvailableTextureFormat = 5;
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if (self < 0 || self > numOfAvailableTextureFormat-1) self=0;
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GLRenderer->FlushTextures();
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}
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CUSTOM_CVAR(Bool, gl_texture_usehires, true, CVAR_ARCHIVE|CVAR_NOINITCALL)
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{
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if (GLRenderer != NULL) GLRenderer->FlushTextures();
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}
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CVAR(Bool, gl_precache, false, CVAR_ARCHIVE)
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CVAR(Bool, gl_trimsprites, true, CVAR_ARCHIVE);
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TexFilter_s TexFilter[]={
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{GL_NEAREST, GL_NEAREST, false},
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{GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST, true},
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{GL_LINEAR, GL_LINEAR, false},
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{GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR, true},
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{GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, true},
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{GL_NEAREST_MIPMAP_LINEAR, GL_NEAREST, true},
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};
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int TexFormat[]={
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GL_RGBA8,
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GL_RGB5_A1,
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GL_RGBA4,
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GL_RGBA2,
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// [BB] Added compressed texture formats.
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GL_COMPRESSED_RGBA_ARB,
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GL_COMPRESSED_RGBA_S3TC_DXT1_EXT,
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GL_COMPRESSED_RGBA_S3TC_DXT3_EXT,
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GL_COMPRESSED_RGBA_S3TC_DXT5_EXT,
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};
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bool HasGlobalBrightmap;
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FRemapTable GlobalBrightmap;
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//===========================================================================
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//
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// Examines the colormap to see if some of the colors have to be
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// considered fullbright all the time.
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//
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//===========================================================================
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void gl_GenerateGlobalBrightmapFromColormap()
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{
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HasGlobalBrightmap = false;
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int lump = Wads.CheckNumForName("COLORMAP");
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if (lump == -1) lump = Wads.CheckNumForName("COLORMAP", ns_colormaps);
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if (lump == -1) return;
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FMemLump cmap = Wads.ReadLump(lump);
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FMemLump palette = Wads.ReadLump("PLAYPAL");
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const unsigned char *cmapdata = (const unsigned char *)cmap.GetMem();
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const unsigned char *paldata = (const unsigned char *)palette.GetMem();
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const int black = 0;
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const int white = ColorMatcher.Pick(255,255,255);
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GlobalBrightmap.MakeIdentity();
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memset(GlobalBrightmap.Remap, white, 256);
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for(int i=0;i<256;i++) GlobalBrightmap.Palette[i]=PalEntry(255,255,255,255);
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for(int j=0;j<32;j++)
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{
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for(int i=0;i<256;i++)
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{
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// the palette comparison should be for ==0 but that gives false positives with Heretic
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// and Hexen.
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if (cmapdata[i+j*256]!=i || (paldata[3*i]<10 && paldata[3*i+1]<10 && paldata[3*i+2]<10))
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{
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GlobalBrightmap.Remap[i]=black;
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GlobalBrightmap.Palette[i] = PalEntry(255, 0, 0, 0);
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}
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}
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}
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for(int i=0;i<256;i++)
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{
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HasGlobalBrightmap |= GlobalBrightmap.Remap[i] == white;
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if (GlobalBrightmap.Remap[i] == white) DPrintf("Marked color %d as fullbright\n",i);
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}
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}
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//===========================================================================
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//
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// averageColor
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// input is RGBA8 pixel format.
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// The resulting RGB color can be scaled uniformly so that the highest
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// component becomes one.
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//
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//===========================================================================
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PalEntry averageColor(const DWORD *data, int size, fixed_t maxout_factor)
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{
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int i;
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unsigned int r, g, b;
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// First clear them.
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r = g = b = 0;
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if (size==0)
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{
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return PalEntry(255,255,255);
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}
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for(i = 0; i < size; i++)
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{
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r += BPART(data[i]);
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g += GPART(data[i]);
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b += RPART(data[i]);
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}
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r = r/size;
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g = g/size;
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b = b/size;
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int maxv=MAX(MAX(r,g),b);
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if(maxv && maxout_factor)
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{
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maxout_factor = FixedMul(maxout_factor, 255);
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r = Scale(r, maxout_factor, maxv);
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g = Scale(g, maxout_factor, maxv);
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b = Scale(b, maxout_factor, maxv);
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}
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return PalEntry(255,r,g,b);
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}
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//==========================================================================
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//
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// GL status data for a texture
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//
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//==========================================================================
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FTexture::MiscGLInfo::MiscGLInfo() throw()
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{
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bGlowing = false;
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GlowColor = 0;
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GlowHeight = 128;
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bSkybox = false;
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FloorSkyColor = 0;
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CeilingSkyColor = 0;
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bFullbright = false;
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bSkyColorDone = false;
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bBrightmapChecked = false;
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bDisableFullbright = false;
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bNoFilter = false;
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bNoCompress = false;
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bNoExpand = false;
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areas = NULL;
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areacount = 0;
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mIsTransparent = -1;
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shaderspeed = 1.f;
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shaderindex = 0;
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precacheTime = 0;
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Material[1] = Material[0] = NULL;
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SystemTexture[1] = SystemTexture[0] = NULL;
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Brightmap = NULL;
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}
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FTexture::MiscGLInfo::~MiscGLInfo()
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{
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for (int i = 0; i < 2; i++)
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{
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if (Material[i] != NULL) delete Material[i];
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Material[i] = NULL;
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if (SystemTexture[i] != NULL) delete SystemTexture[i];
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SystemTexture[i] = NULL;
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}
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// this is just a reference to another texture in the texture manager.
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Brightmap = NULL;
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if (areas != NULL) delete [] areas;
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areas = NULL;
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}
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//===========================================================================
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//
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// Checks if the texture has a default brightmap and creates it if so
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//
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//===========================================================================
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void FTexture::CreateDefaultBrightmap()
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{
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if (!gl_info.bBrightmapChecked)
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{
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// Check for brightmaps
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if (UseBasePalette() && HasGlobalBrightmap &&
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UseType != TEX_Decal && UseType != TEX_MiscPatch && UseType != TEX_FontChar &&
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gl_info.Brightmap == NULL && bWarped == 0
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)
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{
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// May have one - let's check when we use this texture
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const BYTE *texbuf = GetPixels();
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const int white = ColorMatcher.Pick(255,255,255);
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int size = GetWidth() * GetHeight();
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for(int i=0;i<size;i++)
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{
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if (GlobalBrightmap.Remap[texbuf[i]] == white)
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{
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// Create a brightmap
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DPrintf("brightmap created for texture '%s'\n", Name.GetChars());
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gl_info.Brightmap = new FBrightmapTexture(this);
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gl_info.bBrightmapChecked = 1;
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TexMan.AddTexture(gl_info.Brightmap);
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return;
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}
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}
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// No bright pixels found
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DPrintf("No bright pixels found in texture '%s'\n", Name.GetChars());
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gl_info.bBrightmapChecked = 1;
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}
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else
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{
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// does not have one so set the flag to 'done'
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gl_info.bBrightmapChecked = 1;
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}
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}
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}
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//==========================================================================
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//
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// Precaches a GL texture
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//
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//==========================================================================
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void FTexture::PrecacheGL(int cache)
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{
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if (gl_precache)
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{
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if (cache & (FTextureManager::HIT_Wall | FTextureManager::HIT_Flat | FTextureManager::HIT_Sky))
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{
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FMaterial * gltex = FMaterial::ValidateTexture(this, false);
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if (gltex) gltex->Precache();
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}
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if (cache & FTextureManager::HIT_Sprite)
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{
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FMaterial * gltex = FMaterial::ValidateTexture(this, true);
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if (gltex) gltex->Precache();
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}
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gl_info.precacheTime = TexMan.precacheTime;
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}
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}
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//==========================================================================
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//
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// Precaches a GL texture
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//
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//==========================================================================
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void FTexture::UncacheGL()
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{
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if (gl_info.precacheTime != TexMan.precacheTime)
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{
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if (gl_info.Material[0]) gl_info.Material[0]->Clean(true);
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if (gl_info.Material[1]) gl_info.Material[1]->Clean(true);
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gl_info.precacheTime = 0;
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}
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}
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//==========================================================================
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//
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// Calculates glow color for a texture
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//
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//==========================================================================
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void FTexture::GetGlowColor(float *data)
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{
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if (gl_info.bGlowing && gl_info.GlowColor == 0)
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{
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int w, h;
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unsigned char *buffer = GLRenderer->GetTextureBuffer(this, w, h);
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if (buffer)
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{
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gl_info.GlowColor = averageColor((DWORD *) buffer, w*h, 6*FRACUNIT/10);
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delete[] buffer;
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}
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// Black glow equals nothing so switch glowing off
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if (gl_info.GlowColor == 0) gl_info.bGlowing = false;
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}
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data[0]=gl_info.GlowColor.r/255.0f;
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data[1]=gl_info.GlowColor.g/255.0f;
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data[2]=gl_info.GlowColor.b/255.0f;
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}
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//===========================================================================
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//
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// Gets the average color of a texture for use as a sky cap color
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//
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//===========================================================================
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PalEntry FTexture::GetSkyCapColor(bool bottom)
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{
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PalEntry col;
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int w;
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int h;
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if (!gl_info.bSkyColorDone)
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{
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gl_info.bSkyColorDone = true;
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unsigned char *buffer = GLRenderer->GetTextureBuffer(this, w, h);
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if (buffer)
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{
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gl_info.CeilingSkyColor = averageColor((DWORD *) buffer, w * MIN(30, h), 0);
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if (h>30)
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{
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gl_info.FloorSkyColor = averageColor(((DWORD *) buffer)+(h-30)*w, w * 30, 0);
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}
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else gl_info.FloorSkyColor = gl_info.CeilingSkyColor;
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delete[] buffer;
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}
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}
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return bottom? gl_info.FloorSkyColor : gl_info.CeilingSkyColor;
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}
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//===========================================================================
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//
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// Finds gaps in the texture which can be skipped by the renderer
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// This was mainly added to speed up one area in E4M6 of 007LTSD
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//
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//===========================================================================
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bool FTexture::FindHoles(const unsigned char * buffer, int w, int h)
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{
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const unsigned char * li;
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int y,x;
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int startdraw,lendraw;
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int gaps[5][2];
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int gapc=0;
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// already done!
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if (gl_info.areacount) return false;
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if (UseType == TEX_Flat) return false; // flats don't have transparent parts
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gl_info.areacount=-1; //whatever happens next, it shouldn't be done twice!
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// large textures are excluded for performance reasons
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if (h>512) return false;
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startdraw=-1;
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lendraw=0;
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for(y=0;y<h;y++)
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{
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li=buffer+w*y*4+3;
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for(x=0;x<w;x++,li+=4)
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{
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if (*li!=0) break;
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}
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if (x!=w)
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{
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// non - transparent
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if (startdraw==-1)
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{
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startdraw=y;
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// merge transparent gaps of less than 16 pixels into the last drawing block
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if (gapc && y<=gaps[gapc-1][0]+gaps[gapc-1][1]+16)
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{
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gapc--;
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startdraw=gaps[gapc][0];
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lendraw=y-startdraw;
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}
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if (gapc==4) return false; // too many splits - this isn't worth it
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}
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lendraw++;
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}
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else if (startdraw!=-1)
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{
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if (lendraw==1) lendraw=2;
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gaps[gapc][0]=startdraw;
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gaps[gapc][1]=lendraw;
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gapc++;
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startdraw=-1;
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lendraw=0;
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}
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}
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if (startdraw!=-1)
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{
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gaps[gapc][0]=startdraw;
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gaps[gapc][1]=lendraw;
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gapc++;
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}
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if (startdraw==0 && lendraw==h) return false; // nothing saved so don't create a split list
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FloatRect * rcs = new FloatRect[gapc];
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for(x=0;x<gapc;x++)
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{
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// gaps are stored as texture (u/v) coordinates
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rcs[x].width=rcs[x].left=-1.0f;
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rcs[x].top=(float)gaps[x][0]/(float)h;
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rcs[x].height=(float)gaps[x][1]/(float)h;
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}
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gl_info.areas=rcs;
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gl_info.areacount=gapc;
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return true;
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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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void FTexture::CheckTrans(unsigned char * buffer, int size, int trans)
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{
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if (gl_info.mIsTransparent == -1)
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{
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gl_info.mIsTransparent = trans;
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if (trans == -1)
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{
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DWORD * dwbuf = (DWORD*)buffer;
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for(int i=0;i<size;i++)
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{
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DWORD alpha = dwbuf[i]>>24;
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if (alpha != 0xff && alpha != 0)
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{
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gl_info.mIsTransparent = 1;
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return;
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}
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}
|
|
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 ? (( ((DWORD*)l1)[0] = ((DWORD*)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;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// 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;
|
|
}
|
|
|
|
FBrightmapTexture::~FBrightmapTexture ()
|
|
{
|
|
}
|
|
|
|
const BYTE *FBrightmapTexture::GetColumn (unsigned int column, const Span **spans_out)
|
|
{
|
|
// not needed
|
|
return NULL;
|
|
}
|
|
|
|
const BYTE *FBrightmapTexture::GetPixels ()
|
|
{
|
|
// not needed
|
|
return NULL;
|
|
}
|
|
|
|
void FBrightmapTexture::Unload ()
|
|
{
|
|
}
|
|
|
|
int FBrightmapTexture::CopyTrueColorPixels(FBitmap *bmp, int x, int y, int rotate, FCopyInfo *inf)
|
|
{
|
|
SourcePic->CopyTrueColorTranslated(bmp, x, y, rotate, &GlobalBrightmap);
|
|
return 0;
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// Parses a brightmap definition
|
|
//
|
|
//==========================================================================
|
|
|
|
void gl_ParseBrightmap(FScanner &sc, int deflump)
|
|
{
|
|
int type = FTexture::TEX_Any;
|
|
bool disable_fullbright=false;
|
|
bool thiswad = false;
|
|
bool iwad = false;
|
|
FTexture *bmtex = NULL;
|
|
|
|
sc.MustGetString();
|
|
if (sc.Compare("texture")) type = FTexture::TEX_Wall;
|
|
else if (sc.Compare("flat")) type = FTexture::TEX_Flat;
|
|
else if (sc.Compare("sprite")) type = FTexture::TEX_Sprite;
|
|
else sc.UnGet();
|
|
|
|
sc.MustGetString();
|
|
FTextureID no = TexMan.CheckForTexture(sc.String, type);
|
|
FTexture *tex = TexMan[no];
|
|
|
|
sc.MustGetToken('{');
|
|
while (!sc.CheckToken('}'))
|
|
{
|
|
sc.MustGetString();
|
|
if (sc.Compare("disablefullbright"))
|
|
{
|
|
// This can also be used without a brightness map to disable
|
|
// fullbright in rotations that only use brightness maps on
|
|
// other angles.
|
|
disable_fullbright = true;
|
|
}
|
|
else if (sc.Compare("thiswad"))
|
|
{
|
|
// only affects textures defined in the WAD containing the definition file.
|
|
thiswad = true;
|
|
}
|
|
else if (sc.Compare ("iwad"))
|
|
{
|
|
// only affects textures defined in the IWAD.
|
|
iwad = true;
|
|
}
|
|
else if (sc.Compare ("map"))
|
|
{
|
|
sc.MustGetString();
|
|
|
|
if (bmtex != NULL)
|
|
{
|
|
Printf("Multiple brightmap definitions in texture %s\n", tex? tex->Name.GetChars() : "(null)");
|
|
}
|
|
|
|
bmtex = TexMan.FindTexture(sc.String, FTexture::TEX_Any, FTextureManager::TEXMAN_TryAny);
|
|
|
|
if (bmtex == NULL)
|
|
Printf("Brightmap '%s' not found in texture '%s'\n", sc.String, tex? tex->Name.GetChars() : "(null)");
|
|
}
|
|
}
|
|
if (!tex)
|
|
{
|
|
return;
|
|
}
|
|
if (thiswad || iwad)
|
|
{
|
|
bool useme = false;
|
|
int lumpnum = tex->GetSourceLump();
|
|
|
|
if (lumpnum != -1)
|
|
{
|
|
if (iwad && Wads.GetLumpFile(lumpnum) <= FWadCollection::IWAD_FILENUM) useme = true;
|
|
if (thiswad && Wads.GetLumpFile(lumpnum) == deflump) useme = true;
|
|
}
|
|
if (!useme) return;
|
|
}
|
|
|
|
if (bmtex != NULL)
|
|
{
|
|
if (tex->bWarped != 0)
|
|
{
|
|
Printf("Cannot combine warping with brightmap on texture '%s'\n", tex->Name.GetChars());
|
|
return;
|
|
}
|
|
|
|
bmtex->bMasked = false;
|
|
tex->gl_info.Brightmap = bmtex;
|
|
}
|
|
tex->gl_info.bDisableFullbright = disable_fullbright;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Parses a GLBoom+ detail texture definition
|
|
//
|
|
// Syntax is this:
|
|
// detail
|
|
// {
|
|
// (walls | flats) [default_detail_name [width [height [offset_x [offset_y]]]]]
|
|
// {
|
|
// texture_name [detail_name [width [height [offset_x [offset_y]]]]]
|
|
// }
|
|
// }
|
|
// This merely parses the block and returns no error if valid. The feature
|
|
// is not actually implemented, so nothing else happens.
|
|
//==========================================================================
|
|
|
|
void gl_ParseDetailTexture(FScanner &sc)
|
|
{
|
|
while (!sc.CheckToken('}'))
|
|
{
|
|
sc.MustGetString();
|
|
if (sc.Compare("walls") || sc.Compare("flats"))
|
|
{
|
|
if (!sc.CheckToken('{'))
|
|
{
|
|
sc.MustGetString(); // Default detail texture
|
|
if (sc.CheckFloat()) // Width
|
|
if (sc.CheckFloat()) // Height
|
|
if (sc.CheckFloat()) // OffsX
|
|
if (sc.CheckFloat()) // OffsY
|
|
{
|
|
// Nothing
|
|
}
|
|
}
|
|
else sc.UnGet();
|
|
sc.MustGetToken('{');
|
|
while (!sc.CheckToken('}'))
|
|
{
|
|
sc.MustGetString(); // Texture
|
|
if (sc.GetString()) // Detail texture
|
|
{
|
|
if (sc.CheckFloat()) // Width
|
|
if (sc.CheckFloat()) // Height
|
|
if (sc.CheckFloat()) // OffsX
|
|
if (sc.CheckFloat()) // OffsY
|
|
{
|
|
// Nothing
|
|
}
|
|
}
|
|
else sc.UnGet();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// Prints some texture info
|
|
//
|
|
//==========================================================================
|
|
|
|
CCMD(textureinfo)
|
|
{
|
|
int cntt = 0;
|
|
for (int i = 0; i < TexMan.NumTextures(); i++)
|
|
{
|
|
FTexture *tex = TexMan.ByIndex(i);
|
|
if (tex->gl_info.SystemTexture[0] || tex->gl_info.SystemTexture[1] || tex->gl_info.Material[0] || tex->gl_info.Material[1])
|
|
{
|
|
int lump = tex->GetSourceLump();
|
|
Printf(PRINT_LOG, "Texture '%s' (Index %d, Lump %d, Name '%s'):\n", tex->Name.GetChars(), i, lump, Wads.GetLumpFullName(lump));
|
|
if (tex->gl_info.Material[0])
|
|
{
|
|
Printf(PRINT_LOG, "in use (normal)\n");
|
|
}
|
|
else if (tex->gl_info.SystemTexture[0])
|
|
{
|
|
Printf(PRINT_LOG, "referenced (normal)\n");
|
|
}
|
|
if (tex->gl_info.Material[1])
|
|
{
|
|
Printf(PRINT_LOG, "in use (expanded)\n");
|
|
}
|
|
else if (tex->gl_info.SystemTexture[1])
|
|
{
|
|
Printf(PRINT_LOG, "referenced (normal)\n");
|
|
}
|
|
cntt++;
|
|
}
|
|
}
|
|
Printf(PRINT_LOG, "%d system textures\n", cntt);
|
|
}
|
|
|