gzdoom/src/textures/texture.cpp
Randy Heit ca0b61d066 - Added texture packing to D3DFB so that textures that are temporally related
can share the same hardware texture. This greatly reduces the number of
  DrawPrimitive calls that need to be made when drawing text (or any 2D
  graphics in general), so now hardware text is much faster than software text
  all around. (As an example, one scenario went from 315 fps to over 1635 fps
  for hardware, compared to 540 fps for software.)


SVN r687 (trunk)
2008-01-10 04:11:38 +00:00

557 lines
12 KiB
C++

/*
** texture.cpp
** The base texture class
**
**---------------------------------------------------------------------------
** Copyright 2004-2007 Randy Heit
** 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 "r_data.h"
#include "templates.h"
#include "i_system.h"
#include "r_translate.h"
typedef bool (*CheckFunc)(FileReader & file);
typedef FTexture * (*CreateFunc)(FileReader & file, int lumpnum);
struct TexCreateInfo
{
CheckFunc Check;
CreateFunc Create;
int usetype;
};
BYTE FTexture::GrayMap[256];
void FTexture::InitGrayMap()
{
for (int i = 0; i < 256; ++i)
{
GrayMap[i] = ColorMatcher.Pick (i, i, i);
}
}
// Examines the lump contents to decide what type of texture to create,
// and creates the texture.
FTexture * FTexture::CreateTexture (int lumpnum, int usetype)
{
static TexCreateInfo CreateInfo[]={
{ FIMGZTexture::Check, FIMGZTexture::Create, TEX_Any },
{ FPNGTexture::Check, FPNGTexture::Create, TEX_Any },
{ FJPEGTexture::Check, FJPEGTexture::Create, TEX_Any },
{ FDDSTexture::Check, FDDSTexture::Create, TEX_Any },
{ FPCXTexture::Check, FPCXTexture::Create, TEX_Any },
{ FTGATexture::Check, FTGATexture::Create, TEX_Any },
{ FRawPageTexture::Check, FRawPageTexture::Create, TEX_MiscPatch },
{ FFlatTexture::Check, FFlatTexture::Create, TEX_Flat },
{ FPatchTexture::Check, FPatchTexture::Create, TEX_Any },
{ FAutomapTexture::Check, FAutomapTexture::Create, TEX_Autopage },
};
FWadLump data = Wads.OpenLumpNum (lumpnum);
for(size_t i = 0; i < countof(CreateInfo); i++)
{
if ((CreateInfo[i].usetype == usetype || CreateInfo[i].usetype == TEX_Any) &&
CreateInfo[i].Check(data))
{
FTexture * tex = CreateInfo[i].Create(data, lumpnum);
if (tex != NULL)
{
tex->UseType = usetype;
if (usetype == FTexture::TEX_Flat)
{
int w = tex->GetWidth();
int h = tex->GetHeight();
// Auto-scale flats with dimensions 128x128 and 256x256
if (w==128 && h==128)
{
tex->xScale = tex->yScale = 2*FRACUNIT;
tex->bWorldPanning = true;
}
else if (w==256 && h==256)
{
tex->xScale = tex->yScale = 4*FRACUNIT;
tex->bWorldPanning = true;
}
}
return tex;
}
}
}
return NULL;
}
FTexture::FTexture ()
: LeftOffset(0), TopOffset(0),
WidthBits(0), HeightBits(0), xScale(FRACUNIT), yScale(FRACUNIT),
UseType(TEX_Any), bNoDecals(false), bNoRemap0(false), bWorldPanning(false),
bMasked(true), bAlphaTexture(false), bHasCanvas(false), bWarped(0), bIsPatch(false),
Rotations(0xFFFF), Width(0), Height(0), WidthMask(0), Native(NULL)
{
*Name = 0;
}
FTexture::~FTexture ()
{
KillNative();
}
bool FTexture::CheckModified ()
{
return false;
}
FTextureFormat FTexture::GetFormat()
{
return TEX_Pal;
}
void FTexture::SetFrontSkyLayer ()
{
bNoRemap0 = true;
}
void FTexture::CalcBitSize ()
{
// WidthBits is rounded down, and HeightBits is rounded up
int i;
for (i = 0; (1 << i) < Width; ++i)
{ }
WidthBits = i;
// Having WidthBits that would allow for columns past the end of the
// texture is not allowed, even if it means the entire texture is
// not drawn.
if (Width < (1 << WidthBits))
{
WidthBits--;
}
WidthMask = (1 << WidthBits) - 1;
// The minimum height is 2, because we cannot shift right 32 bits.
for (i = 1; (1 << i) < Height; ++i)
{ }
HeightBits = i;
}
FTexture::Span **FTexture::CreateSpans (const BYTE *pixels) const
{
Span **spans, *span;
if (!bMasked)
{ // Texture does not have holes, so it can use a simpler span structure
spans = (Span **)M_Malloc (sizeof(Span*)*Width + sizeof(Span)*2);
span = (Span *)&spans[Width];
for (int x = 0; x < Width; ++x)
{
spans[x] = span;
}
span[0].Length = Height;
span[0].TopOffset = 0;
span[1].Length = 0;
span[1].TopOffset = 0;
}
else
{ // Texture might have holes, so build a complete span structure
int numcols = Width;
int numrows = Height;
int numspans = numcols; // One span to terminate each column
const BYTE *data_p;
bool newspan;
int x, y;
data_p = pixels;
// Count the number of spans in this texture
for (x = numcols; x > 0; --x)
{
newspan = true;
for (y = numrows; y > 0; --y)
{
if (*data_p++ == 0)
{
if (!newspan)
{
newspan = true;
}
}
else if (newspan)
{
newspan = false;
numspans++;
}
}
}
// Allocate space for the spans
spans = (Span **)M_Malloc (sizeof(Span*)*numcols + sizeof(Span)*numspans);
// Fill in the spans
for (x = 0, span = (Span *)&spans[numcols], data_p = pixels; x < numcols; ++x)
{
newspan = true;
spans[x] = span;
for (y = 0; y < numrows; ++y)
{
if (*data_p++ == 0)
{
if (!newspan)
{
newspan = true;
span++;
}
}
else
{
if (newspan)
{
newspan = false;
span->TopOffset = y;
span->Length = 1;
}
else
{
span->Length++;
}
}
}
if (!newspan)
{
span++;
}
span->TopOffset = 0;
span->Length = 0;
span++;
}
}
return spans;
}
void FTexture::FreeSpans (Span **spans) const
{
free (spans);
}
void FTexture::CopyToBlock (BYTE *dest, int dwidth, int dheight, int xpos, int ypos, const BYTE *translation)
{
int x1 = xpos, x2 = x1 + GetWidth(), xo = -x1;
if (x1 < 0)
{
x1 = 0;
}
if (x2 > dwidth)
{
x2 = dwidth;
}
for (; x1 < x2; ++x1)
{
const BYTE *data;
const Span *span;
BYTE *outtop = &dest[dheight * x1];
data = GetColumn (x1 + xo, &span);
while (span->Length != 0)
{
int len = span->Length;
int y = ypos + span->TopOffset;
int adv = span->TopOffset;
if (y < 0)
{
adv -= y;
len += y;
y = 0;
}
if (y + len > dheight)
{
len = dheight - y;
}
if (len > 0)
{
if (translation == NULL)
{
memcpy (outtop + y, data + adv, len);
}
else
{
for (int j = 0; j < len; ++j)
{
outtop[y+j] = translation[data[adv+j]];
}
}
}
span++;
}
}
}
// Converts a texture between row-major and column-major format
// by flipping it about the X=Y axis.
void FTexture::FlipSquareBlock (BYTE *block, int x, int y)
{
int i, j;
if (x != y) return;
for (i = 0; i < x; ++i)
{
BYTE *corner = block + x*i + i;
int count = x - i;
if (count & 1)
{
count--;
swap<BYTE> (corner[count], corner[count*x]);
}
for (j = 0; j < count; j += 2)
{
swap<BYTE> (corner[j], corner[j*x]);
swap<BYTE> (corner[j+1], corner[(j+1)*x]);
}
}
}
void FTexture::FlipSquareBlockRemap (BYTE *block, int x, int y, const BYTE *remap)
{
int i, j;
BYTE t;
if (x != y) return;
for (i = 0; i < x; ++i)
{
BYTE *corner = block + x*i + i;
int count = x - i;
if (count & 1)
{
count--;
t = remap[corner[count]];
corner[count] = remap[corner[count*x]];
corner[count*x] = t;
}
for (j = 0; j < count; j += 2)
{
t = remap[corner[j]];
corner[j] = remap[corner[j*x]];
corner[j*x] = t;
t = remap[corner[j+1]];
corner[j+1] = remap[corner[(j+1)*x]];
corner[(j+1)*x] = t;
}
}
}
void FTexture::FlipNonSquareBlock (BYTE *dst, const BYTE *src, int x, int y, int srcpitch)
{
int i, j;
for (i = 0; i < x; ++i)
{
for (j = 0; j < y; ++j)
{
dst[i*y+j] = src[i+j*srcpitch];
}
}
}
void FTexture::FlipNonSquareBlockRemap (BYTE *dst, const BYTE *src, int x, int y, const BYTE *remap)
{
int i, j;
for (i = 0; i < x; ++i)
{
for (j = 0; j < y; ++j)
{
dst[i*y+j] = remap[src[i+j*x]];
}
}
}
FNativeTexture *FTexture::GetNative(bool wrapping)
{
if (Native != NULL)
{
if (!Native->CheckWrapping(wrapping))
{ // Texture's wrapping mode is not compatible.
// Destroy it and get a new one.
delete Native;
}
else
{
if (CheckModified())
{
Native->Update();
}
return Native;
}
}
Native = screen->CreateTexture(this, wrapping);
return Native;
}
void FTexture::KillNative()
{
if (Native != NULL)
{
delete Native;
Native = NULL;
}
}
// For this generic implementation, we just call GetPixels and copy that data
// to the buffer. Texture formats that can do better than paletted images
// should provide their own implementation that may preserve the original
// color data. Note that the buffer expects row-major data, since that's
// generally more convenient for any non-Doom image formats, and it doesn't
// need to be used by any of Doom's column drawing routines.
void FTexture::FillBuffer(BYTE *buff, int pitch, int height, FTextureFormat fmt)
{
const BYTE *pix;
int x, y, w, h, stride;
w = GetWidth();
h = GetHeight();
switch (fmt)
{
case TEX_Pal:
case TEX_Gray:
pix = GetPixels();
stride = pitch - w;
for (y = 0; y < h; ++y)
{
const BYTE *pix2 = pix;
for (x = 0; x < w; ++x)
{
*buff++ = *pix2;
pix2 += h;
}
pix++;
buff += stride;
}
break;
case TEX_RGB:
CopyTrueColorPixels(buff, pitch, height, 0, 0);
break;
default:
I_Error("FTexture::FillBuffer: Unsupported format %d", fmt);
}
}
//===========================================================================
//
// FTexture::CopyTrueColorPixels
//
// this is the generic case that can handle
// any properly implemented texture for software rendering.
// Its drawback is that it is limited to the base palette which is
// why all classes that handle different palettes should subclass this
// method
//
//===========================================================================
int FTexture::CopyTrueColorPixels(BYTE *buffer, int buf_pitch, int buf_height, int x, int y)
{
PalEntry *palette = screen->GetPalette();
palette[0].a=255; // temporarily modify the first color's alpha
screen->CopyPixelData(buffer, buf_pitch, buf_height, x, y,
GetPixels(), Width, Height, Height, 1,
palette);
palette[0].a=0;
return 0;
}
int FTexture::CopyTrueColorTranslated(BYTE *buffer, int buf_pitch, int buf_height, int x, int y, FRemapTable *remap)
{
PalEntry *palette = remap->Palette;
palette[0].a=255; // temporarily modify the first color's alpha
screen->CopyPixelData(buffer, buf_pitch, buf_height, x, y,
GetPixels(), Width, Height, Height, 1,
palette);
palette[0].a=0;
return 0;
}
bool FTexture::UseBasePalette()
{
return true;
}
FDummyTexture::FDummyTexture ()
{
Width = 64;
Height = 64;
HeightBits = 6;
WidthBits = 6;
WidthMask = 63;
Name[0] = 0;
UseType = TEX_Null;
}
void FDummyTexture::Unload ()
{
}
void FDummyTexture::SetSize (int width, int height)
{
Width = width;
Height = height;
CalcBitSize ();
}
// This must never be called
const BYTE *FDummyTexture::GetColumn (unsigned int column, const Span **spans_out)
{
return NULL;
}
// And this also must never be called
const BYTE *FDummyTexture::GetPixels ()
{
return NULL;
}