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* it's no longer the main texture objects managing the pixel buffer but FSoftwareTexture. * create proper spans for true color textures. The paletted spans only match if the image does not have any translucent pixels. * create proper warp textures instead of working off the paletted variants. As a side effect, caching of pixel buffers for texture composition is temporarily disabled, as it management of texture redirections. These things will be reimplemented once things progress further. The existing methods here had their share of serious issues that should be fixed.
106 lines
3.7 KiB
C++
106 lines
3.7 KiB
C++
/*
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** warptexture.cpp
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** Texture class for warped textures
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**
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**---------------------------------------------------------------------------
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** Copyright 2004-2006 Randy Heit
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** Copyright 2006-2018 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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**
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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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*/
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#include "doomtype.h"
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#include "r_utility.h"
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#include "r_swtexture.h"
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#include "warpbuffer.h"
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#include "v_video.h"
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FWarpTexture::FWarpTexture (FTexture *source, int warptype)
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: FSoftwareTexture (source)
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{
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if (warptype == 2) SetupMultipliers(256, 128);
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SetupMultipliers(128, 128); // [mxd]
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bWarped = warptype;
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}
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bool FWarpTexture::CheckModified (int style)
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{
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return screen->FrameTime != GenTime[style];
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}
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const uint32_t *FWarpTexture::GetPixelsBgra()
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{
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uint64_t time = screen->FrameTime;
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if (time != GenTime[2])
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{
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auto otherpix = FSoftwareTexture::GetPixelsBgra();
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WarpedPixelsRgba.Resize(GetWidth() * GetHeight());
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WarpBuffer(WarpedPixelsRgba.Data(), otherpix, GetWidth(), GetHeight(), WidthOffsetMultiplier, HeightOffsetMultiplier, time, mTexture->shaderspeed, bWarped);
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FreeAllSpans();
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GenTime[2] = time;
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}
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return WarpedPixelsRgba.Data();
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}
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const uint8_t *FWarpTexture::GetPixels(int index)
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{
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uint64_t time = screen->FrameTime;
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if (time != GenTime[index])
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{
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const uint8_t *otherpix = FSoftwareTexture::GetPixels(index);
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WarpedPixels[index].Resize(GetWidth() * GetHeight());
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WarpBuffer(WarpedPixels[index].Data(), otherpix, GetWidth(), GetHeight(), WidthOffsetMultiplier, HeightOffsetMultiplier, time, mTexture->shaderspeed, bWarped);
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FreeAllSpans();
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GenTime[index] = time;
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}
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return WarpedPixels[index].Data();
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}
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// [mxd] Non power of 2 textures need different offset multipliers, otherwise warp animation won't sync across texture
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void FWarpTexture::SetupMultipliers (int width, int height)
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{
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WidthOffsetMultiplier = width;
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HeightOffsetMultiplier = height;
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int widthpo2 = NextPo2(GetWidth());
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int heightpo2 = NextPo2(GetHeight());
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if(widthpo2 != GetWidth()) WidthOffsetMultiplier = (int)(WidthOffsetMultiplier * ((float)widthpo2 / GetWidth()));
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if(heightpo2 != GetHeight()) HeightOffsetMultiplier = (int)(HeightOffsetMultiplier * ((float)heightpo2 / GetHeight()));
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}
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int FWarpTexture::NextPo2 (int v)
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{
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v--;
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v |= v >> 1;
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v |= v >> 2;
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v |= v >> 4;
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v |= v >> 8;
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v |= v >> 16;
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return ++v;
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}
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