raze-gles/source/core/textures/textures.h

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/*
** textures.h
**
**---------------------------------------------------------------------------
** Copyright 2005-2016 Randy Heit
** Copyright 2005-2019 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
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#include "compat.h"
#include "textureid.h"
#include "zstring.h"
#include "tarray.h"
#include "palentry.h"
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class FHardwareTexture;
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class FImageSource;
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enum MaterialShaderIndex
{
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SHADER_Default,
SHADER_Warp1,
SHADER_Warp2,
SHADER_Brightmap,
SHADER_Specular,
SHADER_SpecularBrightmap,
SHADER_PBR,
SHADER_PBRBrightmap,
SHADER_Paletted,
SHADER_NoTexture,
SHADER_BasicFuzz,
SHADER_SmoothFuzz,
SHADER_SwirlyFuzz,
SHADER_TranslucentFuzz,
SHADER_JaggedFuzz,
SHADER_NoiseFuzz,
SHADER_SmoothNoiseFuzz,
SHADER_SoftwareFuzz,
FIRST_USER_SHADER
};
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struct UserShaderDesc
{
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FString shader;
MaterialShaderIndex shaderType;
FString defines;
bool disablealphatest = false;
};
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extern TArray<UserShaderDesc> usershaders;
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struct FloatRect
{
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float left,top;
float width,height;
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void Offset(float xofs,float yofs)
{
left+=xofs;
top+=yofs;
}
void Scale(float xfac,float yfac)
{
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left*=xfac;
width*=xfac;
top*=yfac;
height*=yfac;
}
};
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enum ECreateTexBufferFlags
{
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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.
};
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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) {}
};
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enum FTextureFormat : uint32_t
{
TEX_Pal,
TEX_Gray,
TEX_RGB, // Actually ARGB
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TEX_Count
};
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class FSoftwareTexture;
class FGLRenderState;
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struct spriteframewithrotate;
class FSerializer;
namespace OpenGLRenderer
{
class FGLRenderState;
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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;
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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;
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mContentId = other.mContentId;
other.mBuffer = nullptr;
}
FTextureBuffer& operator=(FTextureBuffer &&other)
{
mBuffer = other.mBuffer;
mWidth = other.mWidth;
mHeight = other.mHeight;
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mContentId = other.mContentId;
other.mBuffer = nullptr;
return *this;
}
};
// Base texture class
class FTexture
{
friend struct BuildTiles;
friend class FTextureManager;
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friend bool tileLoad(int tileNum);
friend const uint8_t* tilePtr(int num);
public:
static FTexture* CreateTexture(const char* name, int lumpnum, ETextureType useType);
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
virtual void Create8BitPixels(uint8_t* buffer);
virtual const uint8_t* Get8BitPixels();
virtual uint8_t* GetWritableBuffer() { return nullptr; } // For dynamic tiles. Requesting this must also invalidate the texture.
virtual FBitmap GetBgraBitmap(const 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() const { return Size.x; }
int GetHeight() const { return Size.y; }
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int GetTexelWidth() const { return Size.x; }
int GetTexelHeight() const { return Size.y; }
int GetDisplayWidth() const { return Size.x; }
int GetDisplayHeight() const { return Size.y; }
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const vec2_16_t &GetSize() const { return Size; }
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int GetLeftOffset() const { return leftoffset; }
int GetTopOffset() const { return topoffset; }
int GetDisplayLeftOffset() const { return leftoffset; }
int GetDisplayTopOffset() const { return topoffset; }
void SetOffsets(int x, int y) { leftoffset = x; topoffset = y; }
FTextureBuffer CreateTexBuffer(const PalEntry *palette, 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);
virtual void Reload() {}
ETextureType GetUseType() const { return UseType; }
void DeleteHardwareTextures();
int GetSourceLump() { return SourceLump; }
void SetUseType(ETextureType use) { UseType = use; }
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void SetHardwareTexture(int palid, FHardwareTexture* htex)
{
HardwareTextures.Insert(palid, htex);
}
FHardwareTexture** GetHardwareTexture(int palid)
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{
return HardwareTextures.CheckKey(palid);
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}
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int alphaThreshold = 128;
FixedBitArray<256> NoBrightmapFlag{ 0 };
protected:
void CopySize(FTexture *BaseTexture)
{
Size.x = BaseTexture->GetWidth();
Size.y = BaseTexture->GetHeight();
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leftoffset = BaseTexture->leftoffset;
topoffset = BaseTexture->topoffset;
}
void SetSize(int w, int h)
{
Size = { int16_t(w), int16_t(h) };
}
FString Name;
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union
{
vec2_16_t Size = { 0,0 }; // Keep this in the native format so that we can use it without copying it around.
struct { uint16_t Width, Height; };
};
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int leftoffset = 0, topoffset = 0;
uint8_t bMasked = true; // Texture (might) have holes
int8_t bTranslucent = -1; // Does this texture have an active alpha channel?
bool skyColorDone = false;
ETextureType UseType = ETextureType::Any;
PalEntry FloorSkyColor;
PalEntry CeilingSkyColor;
TArray<uint8_t> CachedPixels;
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// Don't waste too much effort on efficient storage here. Polymost performs so many calculations on a single draw call that the minor map lookup hardly matters.
TMap<int, FHardwareTexture*> HardwareTextures; // Note: These must be deleted by the backend. When the texture manager is taken down it may already be too late to delete them.
bool bFullNameTexture = false;
FTextureID id = FSetTextureID(-1);
int SourceLump = -1;
FTexture (const char *name = NULL);
friend struct BuildTiles;
};
class FCanvasTexture : public FTexture
{
public:
FCanvasTexture(const char* name, int width, int height)
{
Name = name;
Size.x = width;
Size.y = height;
bMasked = false;
bTranslucent = false;
//bNoExpand = true;
UseType = ETextureType::Wall;
}
void NeedUpdate() { bNeedsUpdate = true; }
void SetUpdated(bool rendertype) { bNeedsUpdate = false; bFirstUpdate = false; bLastUpdateType = rendertype; }
protected:
bool bLastUpdateType = false;
bool bNeedsUpdate = true;
public:
bool bFirstUpdate = true;
friend struct FCanvasTextureInfo;
};
#endif