qzdoom/src/textures/texture.cpp

638 lines
15 KiB
C++
Raw Normal View History

/*
** 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 "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"
typedef bool (*CheckFunc)(FileReader & file);
typedef FTexture * (*CreateFunc)(FileReader & file, int lumpnum);
struct TexCreateInfo
{
CreateFunc TryCreate;
int usetype;
};
BYTE FTexture::GrayMap[256];
void FTexture::InitGrayMap()
{
for (int i = 0; i < 256; ++i)
{
GrayMap[i] = ColorMatcher.Pick (i, i, i);
}
}
FTexture *IMGZTexture_TryCreate(FileReader &, int lumpnum);
FTexture *PNGTexture_TryCreate(FileReader &, int lumpnum);
FTexture *JPEGTexture_TryCreate(FileReader &, int lumpnum);
FTexture *DDSTexture_TryCreate(FileReader &, int lumpnum);
FTexture *PCXTexture_TryCreate(FileReader &, int lumpnum);
FTexture *TGATexture_TryCreate(FileReader &, int lumpnum);
FTexture *RawPageTexture_TryCreate(FileReader &, int lumpnum);
FTexture *FlatTexture_TryCreate(FileReader &, int lumpnum);
FTexture *PatchTexture_TryCreate(FileReader &, int lumpnum);
FTexture *EmptyTexture_TryCreate(FileReader &, int lumpnum);
FTexture *AutomapTexture_TryCreate(FileReader &, int lumpnum);
// 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[]={
{ IMGZTexture_TryCreate, TEX_Any },
{ PNGTexture_TryCreate, TEX_Any },
{ JPEGTexture_TryCreate, TEX_Any },
{ DDSTexture_TryCreate, TEX_Any },
{ PCXTexture_TryCreate, TEX_Any },
{ TGATexture_TryCreate, TEX_Any },
{ RawPageTexture_TryCreate, TEX_MiscPatch },
{ FlatTexture_TryCreate, TEX_Flat },
{ PatchTexture_TryCreate, TEX_Any },
{ EmptyTexture_TryCreate, TEX_Any },
{ AutomapTexture_TryCreate, TEX_MiscPatch },
};
if (lumpnum == -1) return NULL;
FWadLump data = Wads.OpenLumpNum (lumpnum);
for(size_t i = 0; i < countof(CreateInfo); i++)
{
if ((CreateInfo[i].usetype == usetype || CreateInfo[i].usetype == TEX_Any))
{
FTexture * tex = CreateInfo[i].TryCreate(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.
// In hindsight, a bad idea, but RandomLag made it sound better than it really is.
// Now we're stuck with this stupid behaviour.
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::CreateTexture (const char *name, int lumpnum, int usetype)
{
FTexture *tex = CreateTexture(lumpnum, usetype);
if (tex != NULL && name != NULL) uppercopy(tex->Name, name);
return tex;
}
FTexture::FTexture (const char *name, int lumpnum)
: LeftOffset(0), TopOffset(0),
WidthBits(0), HeightBits(0), xScale(FRACUNIT), yScale(FRACUNIT), SourceLump(lumpnum),
UseType(TEX_Any), bNoDecals(false), bNoRemap0(false), bWorldPanning(false),
bMasked(true), bAlphaTexture(false), bHasCanvas(false), bWarped(0), bComplex(false), bMultiPatch(false), bKeepAround(false),
Rotations(0xFFFF), SkyOffset(0), Width(0), Height(0), WidthMask(0), Native(NULL)
{
id.SetInvalid();
if (name != NULL)
{
uppercopy(Name, name);
}
else if (lumpnum < 0)
{
*Name = 0;
}
else
{
Wads.GetLumpName (Name, lumpnum);
Name[8] = 0;
}
}
FTexture::~FTexture ()
{
FTexture *link = Wads.GetLinkedTexture(SourceLump);
if (link == this) Wads.SetLinkedTexture(SourceLump, NULL);
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;
}
void FTexture::HackHack (int newheight)
{
}
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
{
M_Free (spans);
}
void FTexture::CopyToBlock (BYTE *dest, int dwidth, int dheight, int xpos, int ypos, int rotate, const BYTE *translation)
{
const BYTE *pixels = GetPixels();
int srcwidth = Width;
int srcheight = Height;
int step_x = Height;
int step_y = 1;
FClipRect cr = {0, 0, dwidth, dheight};
if (ClipCopyPixelRect(&cr, xpos, ypos, pixels, srcwidth, srcheight, step_x, step_y, rotate))
{
dest += ypos + dheight * xpos;
if (translation == NULL)
{
for (int x = 0; x < srcwidth; x++)
{
int pos = x * dheight;
for (int y = 0; y < srcheight; y++, pos++)
{
// the optimizer is doing a good enough job here so there's no need to optimize this by hand
BYTE v = pixels[y * step_y + x * step_x];
if (v != 0) dest[pos] = v;
}
}
}
else
{
for (int x = 0; x < srcwidth; x++)
{
int pos = x * dheight;
for (int y = 0; y < srcheight; y++, pos++)
{
BYTE v = pixels[y * step_y + x * step_x];
if (v != 0) dest[pos] = translation[v];
}
}
}
}
}
// 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--;
swapvalues<BYTE> (corner[count], corner[count*x]);
}
for (j = 0; j < count; j += 2)
{
swapvalues<BYTE> (corner[j], corner[j*x]);
swapvalues<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, int srcpitch, 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*srcpitch]];
}
}
}
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
- Discovered that Shader Model 1.4 clamps my constants, so I can't use palettes smaller than 256 entries with the shader I wrote for it. Is there a list of gotchas like this listed some where? I'd really like to see it. Well, when compiled with SM2.0, the PalTex shader seems to be every-so- slightly faster on my GF7950GT than the SM1.4 version, so I guess it's a minor win for cards that support it. - Fixed: ST_Endoom() failed to free the bitmap it used. - Added the DTA_ColorOverlay attribute to blend a color with the texture being drawn. For software, this (currently) only works with black. For hardware, it works with any color. The motiviation for this was so I could rewrite the status bar calls that passed DIM_MAP to DTA_Translation to draw darker icons into something that didn't require making a whole new remap table. - After having an "OMG! How could I have been so stupid?" moment, I have removed the off-by-one check from D3DFB. I had thought the off-by-one error was caused by rounding errors by the shader hardware. Not so. Rather, I wasn't sampling what I thought I was sampling. A texture that uses palette index 255 passes the value 1.0 to the shader. The shader needs to adjust the range of its palette indexes, or it will end up trying to read color 256 from the palette texture when it should be reading color 255. Doh! - The TranslationToTable() function has been added to map from translation numbers used by actors to the tables those numbers represent. This function performs validation for the input and returns NULL if the input value is invalid. - Major changes to the way translation tables work: No longer are they each a 256-byte array. Instead, the FRemapTable structure is used to represent each one. It includes a remap array for the software renderer, a palette array for a hardware renderer, and a native texture pointer for D3DFB. The translationtables array itself is now an array of TArrays that point to the real tables. The DTA_Translation attribute must also be passed a pointer to a FRemapTable, not a byte array as previously. - Modified DFrameBuffer::DrawRateStuff() so that it can do its thing properly for D3DFB's 2D mode. Before, any fullscreen graphics (like help images) covered it up. SVN r640 (trunk)
2007-12-26 04:42:15 +00:00
{
if (CheckModified())
{
Native->Update();
}
return Native;
- Discovered that Shader Model 1.4 clamps my constants, so I can't use palettes smaller than 256 entries with the shader I wrote for it. Is there a list of gotchas like this listed some where? I'd really like to see it. Well, when compiled with SM2.0, the PalTex shader seems to be every-so- slightly faster on my GF7950GT than the SM1.4 version, so I guess it's a minor win for cards that support it. - Fixed: ST_Endoom() failed to free the bitmap it used. - Added the DTA_ColorOverlay attribute to blend a color with the texture being drawn. For software, this (currently) only works with black. For hardware, it works with any color. The motiviation for this was so I could rewrite the status bar calls that passed DIM_MAP to DTA_Translation to draw darker icons into something that didn't require making a whole new remap table. - After having an "OMG! How could I have been so stupid?" moment, I have removed the off-by-one check from D3DFB. I had thought the off-by-one error was caused by rounding errors by the shader hardware. Not so. Rather, I wasn't sampling what I thought I was sampling. A texture that uses palette index 255 passes the value 1.0 to the shader. The shader needs to adjust the range of its palette indexes, or it will end up trying to read color 256 from the palette texture when it should be reading color 255. Doh! - The TranslationToTable() function has been added to map from translation numbers used by actors to the tables those numbers represent. This function performs validation for the input and returns NULL if the input value is invalid. - Major changes to the way translation tables work: No longer are they each a 256-byte array. Instead, the FRemapTable structure is used to represent each one. It includes a remap array for the software renderer, a palette array for a hardware renderer, and a native texture pointer for D3DFB. The translationtables array itself is now an array of TArrays that point to the real tables. The DTA_Translation attribute must also be passed a pointer to a FRemapTable, not a byte array as previously. - Modified DFrameBuffer::DrawRateStuff() so that it can do its thing properly for D3DFB's 2D mode. Before, any fullscreen graphics (like help images) covered it up. SVN r640 (trunk)
2007-12-26 04:42:15 +00:00
}
}
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:
{
FCopyInfo inf = {OP_OVERWRITE, BLEND_NONE, {0}, 0, 0};
FBitmap bmp(buff, pitch, pitch/4, height);
CopyTrueColorPixels(&bmp, 0, 0, 0, &inf);
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(FBitmap *bmp, int x, int y, int rotate, FCopyInfo *inf)
{
2007-12-29 10:25:07 +00:00
PalEntry *palette = screen->GetPalette();
for(int i=1;i<256;i++) palette[i].a = 255; // set proper alpha values
bmp->CopyPixelData(x, y, GetPixels(), Width, Height, Height, 1, rotate, palette, inf);
for(int i=1;i<256;i++) palette[i].a = 0;
2007-12-29 10:25:07 +00:00
return 0;
}
int FTexture::CopyTrueColorTranslated(FBitmap *bmp, int x, int y, int rotate, FRemapTable *remap, FCopyInfo *inf)
2007-12-29 10:25:07 +00:00
{
PalEntry *palette = remap->Palette;
bmp->CopyPixelData(x, y, GetPixels(), Width, Height, Height, 1, rotate, palette, inf);
return 0;
}
bool FTexture::UseBasePalette()
{
return true;
}
FTexture *FTexture::GetRedirect(bool wantwarped)
{
return this;
}
FTexture *FTexture::GetRawTexture()
{
return this;
}
void FTexture::SetScaledSize(int fitwidth, int fitheight)
{
xScale = FLOAT2FIXED(float(Width) / fitwidth);
yScale = FLOAT2FIXED(float(Height) / fitheight);
// compensate for roundoff errors
if (MulScale16(xScale, fitwidth) != Width) xScale++;
if (MulScale16(yScale, fitheight) != Height) yScale++;
}
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;
}
//==========================================================================
//
// Debug stuff
//
//==========================================================================
#ifdef _DEBUG
// Prints the spans generated for a texture. Only needed for debugging.
CCMD (printspans)
{
if (argv.argc() != 2)
return;
FTextureID picnum = TexMan.CheckForTexture (argv[1], FTexture::TEX_Any);
if (!picnum.Exists())
{
Printf ("Unknown texture %s\n", argv[1]);
return;
}
FTexture *tex = TexMan[picnum];
for (int x = 0; x < tex->GetWidth(); ++x)
{
const FTexture::Span *spans;
Printf ("%4d:", x);
tex->GetColumn (x, &spans);
while (spans->Length != 0)
{
Printf (" (%4d,%4d)", spans->TopOffset, spans->TopOffset+spans->Length-1);
spans++;
}
Printf ("\n");
}
}
#endif