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/*
* * textures . h
* *
* * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
* * Copyright 2005 - 2016 Randy Heit
* * Copyright 2005 - 2016 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 .
* * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
* *
*/
# ifndef __TEXTURES_H
# define __TEXTURES_H
# include "textureid.h"
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# include "zstring.h"
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# include "palentry.h"
/*
# include "v_palette.h"
# include "r_data/v_colortables.h"
# include "colormatcher.h"
# include "r_data/renderstyle.h"
# include "r_data/r_translate.h"
# include "hwrenderer/textures/hw_texcontainer.h"
*/
# include <vector>
class FImageSource ;
enum ECreateTexBufferFlags
{
CTF_CheckHires = 1 , // use external hires replacement if found
CTF_Expand = 2 , // create buffer with a one-pixel wide border
CTF_ProcessData = 4 , // run postprocessing on the generated buffer. This is only needed when using the data for a hardware texture.
CTF_CheckOnly = 8 , // Only runs the code to get a content ID but does not create a texture. Can be used to access a caching system for the hardware textures.
} ;
class FBitmap ;
struct FRemapTable ;
struct FCopyInfo ;
class FScanner ;
// Texture IDs
class FTextureManager ;
class FTerrainTypeArray ;
class IHardwareTexture ;
class FMaterial ;
class FMultipatchTextureBuilder ;
extern int r_spriteadjustSW , r_spriteadjustHW ;
class FNullTextureID : public FTextureID
{
public :
FNullTextureID ( ) : FTextureID ( 0 ) { }
} ;
class FGLRenderState ;
class FSerializer ;
namespace OpenGLRenderer
{
class FGLRenderState ;
class FHardwareTexture ;
}
union FContentIdBuilder
{
uint64_t id ;
struct
{
unsigned imageID : 24 ;
unsigned translation : 16 ;
unsigned expand : 1 ;
unsigned scaler : 4 ;
unsigned scalefactor : 4 ;
} ;
} ;
struct FTextureBuffer
{
uint8_t * mBuffer = nullptr ;
int mWidth = 0 ;
int mHeight = 0 ;
uint64_t mContentId = 0 ; // unique content identifier. (Two images created from the same image source with the same settings will return the same value.)
FTextureBuffer ( ) = default ;
~ FTextureBuffer ( )
{
if ( mBuffer ) delete [ ] mBuffer ;
}
FTextureBuffer ( const FTextureBuffer & other ) = delete ;
FTextureBuffer ( FTextureBuffer & & other )
{
mBuffer = other . mBuffer ;
mWidth = other . mWidth ;
mHeight = other . mHeight ;
mContentId = other . mContentId ;
other . mBuffer = nullptr ;
}
FTextureBuffer & operator = ( FTextureBuffer & & other )
{
mBuffer = other . mBuffer ;
mWidth = other . mWidth ;
mHeight = other . mHeight ;
mContentId = other . mContentId ;
other . mBuffer = nullptr ;
return * this ;
}
} ;
// Base texture class
class FTexture
{
public :
static FTexture * CreateTexture ( const char * name ) ;
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static FTexture * GetTexture ( const char * path ) ;
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static FTexture * GetTileTexture ( const char * name , const uint8_t * data , int width , int height , int xofs , int yofs ) ;
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virtual ~ FTexture ( ) ;
virtual FImageSource * GetImage ( ) const { return nullptr ; }
const FString & GetName ( ) const { return Name ; }
bool isMasked ( ) const { return bMasked ; }
bool isTranslucent ( ) const { return bMasked ; }
PalEntry GetSkyCapColor ( bool bottom ) ;
// Returns the whole texture, stored in column-major order
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virtual void Create8BitPixels ( uint8_t * buffer ) ;
virtual const uint8_t * Get8BitPixels ( ) ;
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virtual FBitmap GetBgraBitmap ( PalEntry * remap , int * trans = nullptr ) ;
static int SmoothEdges ( unsigned char * buffer , int w , int h ) ;
static PalEntry averageColor ( const uint32_t * data , int size , int maxout ) ;
int GetWidth ( ) { return Width ; }
int GetHeight ( ) { return Height ; }
int GetLeftOffset ( ) { return LeftOffset ; }
int GetTopOffset ( ) { return TopOffset ; }
FTextureBuffer CreateTexBuffer ( int translation , int flags = 0 ) ;
bool GetTranslucency ( ) ;
void CheckTrans ( unsigned char * buffer , int size , int trans ) ;
bool ProcessData ( unsigned char * buffer , int w , int h , bool ispatch ) ;
protected :
void CopySize ( FTexture * BaseTexture )
{
Width = BaseTexture - > GetWidth ( ) ;
Height = BaseTexture - > GetHeight ( ) ;
TopOffset = BaseTexture - > TopOffset ;
TopOffset = BaseTexture - > TopOffset ;
}
int Width = 0 , Height = 0 ;
int LeftOffset = 0 , TopOffset = 0 ;
FString Name ;
uint8_t bMasked = true ; // Texture (might) have holes
int8_t bTranslucent = - 1 ; // Does this texture have an active alpha channel?
bool skyColorDone = false ;
PalEntry FloorSkyColor ;
PalEntry CeilingSkyColor ;
FTexture ( const char * name = NULL ) ;
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} ;
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# endif