raze-gles/source/common/textures/texture.cpp

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/*
** texture.cpp
** The base texture class
**
**---------------------------------------------------------------------------
** Copyright 2004-2007 Randy Heit
** Copyright 2006-2018 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.
**---------------------------------------------------------------------------
**
**
*/
#include "files.h"
#include "templates.h"
#include "bitmap.h"
#include "image.h"
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#include "../glbackend/gl_hwtexture.h"
FTexture *CreateBrightmapTexture(FImageSource*);
//==========================================================================
//
//
//
//==========================================================================
// Examines the lump contents to decide what type of texture to create,
// and creates the texture.
FTexture * FTexture::CreateTexture(const char *name)
{
auto image = FImageSource::GetImage(name);
if (image != nullptr)
{
FTexture *tex = new FImageTexture(image);
if (tex != nullptr)
{
tex->Name = name;
return tex;
}
}
return nullptr;
}
//==========================================================================
//
//
//
//==========================================================================
FTexture::FTexture (const char *name)
{
Name = name;
}
FTexture::~FTexture ()
{
}
//===========================================================================
//
// FTexture::GetBgraBitmap
//
// Default returns just an empty bitmap. This needs to be overridden by
// any subclass that actually does return a software pixel buffer.
//
//===========================================================================
FBitmap FTexture::GetBgraBitmap(const PalEntry *remap, int *ptrans)
{
FBitmap bmp;
bmp.Create(Size.x, Size.y);
return bmp;
}
//===========================================================================
//
// Gets the average color of a texture for use as a sky cap color
//
//===========================================================================
PalEntry FTexture::averageColor(const uint32_t *data, int size, int maxout)
{
int i;
unsigned int r, g, b;
// First clear them.
r = g = b = 0;
if (size == 0)
{
return PalEntry(255, 255, 255);
}
for (i = 0; i < size; i++)
{
b += BPART(data[i]);
g += GPART(data[i]);
r += RPART(data[i]);
}
r = r / size;
g = g / size;
b = b / size;
int maxv = std::max(std::max(r, g), b);
if (maxv && maxout)
{
r = uint64_t(r) * maxout / maxv;
g = uint64_t(g) * maxout / maxv;
b = uint64_t(b) * maxout / maxv;
}
return PalEntry(255, r, g, b);
}
PalEntry FTexture::GetSkyCapColor(bool bottom)
{
if (!skyColorDone)
{
skyColorDone = true;
FBitmap bitmap = GetBgraBitmap(nullptr);
int w = bitmap.GetWidth();
int h = bitmap.GetHeight();
const uint32_t *buffer = (const uint32_t *)bitmap.GetPixels();
if (buffer)
{
CeilingSkyColor = averageColor((uint32_t *)buffer, w * std::min(30, h), 0);
if (h>30)
{
FloorSkyColor = averageColor(((uint32_t *)buffer) + (h - 30)*w, w * 30, 0);
}
else FloorSkyColor = CeilingSkyColor;
}
}
return bottom ? FloorSkyColor : CeilingSkyColor;
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
void FTexture::CheckTrans(unsigned char * buffer, int size, int trans)
{
if (bTranslucent == -1)
{
bTranslucent = trans;
if (trans == -1)
{
uint32_t * dwbuf = (uint32_t*)buffer;
for (int i = 0; i<size; i++)
{
uint32_t alpha = dwbuf[i] >> 24;
if (alpha != 0xff && alpha != 0)
{
bTranslucent = 1;
return;
}
}
bTranslucent = 0;
}
}
}
//===========================================================================
//
// smooth the edges of transparent fields in the texture
//
//===========================================================================
#ifdef WORDS_BIGENDIAN
#define MSB 0
#define SOME_MASK 0xffffff00
#else
#define MSB 3
#define SOME_MASK 0x00ffffff
#endif
#define CHKPIX(ofs) (l1[(ofs)*4+MSB]==255 ? (( ((uint32_t*)l1)[0] = ((uint32_t*)l1)[ofs]&SOME_MASK), trans=true ) : false)
int FTexture::SmoothEdges(unsigned char * buffer, int w, int h)
{
int x, y;
int trans = buffer[MSB] == 0; // If I set this to false here the code won't detect textures
// that only contain transparent pixels.
int semitrans = false;
unsigned char * l1;
if (h <= 1 || w <= 1) return false; // makes (a) no sense and (b) doesn't work with this code!
l1 = buffer;
if (l1[MSB] == 0 && !CHKPIX(1)) CHKPIX(w);
else if (l1[MSB]<255) semitrans = true;
l1 += 4;
for (x = 1; x<w - 1; x++, l1 += 4)
{
if (l1[MSB] == 0 && !CHKPIX(-1) && !CHKPIX(1)) CHKPIX(w);
else if (l1[MSB]<255) semitrans = true;
}
if (l1[MSB] == 0 && !CHKPIX(-1)) CHKPIX(w);
else if (l1[MSB]<255) semitrans = true;
l1 += 4;
for (y = 1; y<h - 1; y++)
{
if (l1[MSB] == 0 && !CHKPIX(-w) && !CHKPIX(1)) CHKPIX(w);
else if (l1[MSB]<255) semitrans = true;
l1 += 4;
for (x = 1; x<w - 1; x++, l1 += 4)
{
if (l1[MSB] == 0 && !CHKPIX(-w) && !CHKPIX(-1) && !CHKPIX(1) && !CHKPIX(-w - 1) && !CHKPIX(-w + 1) && !CHKPIX(w - 1) && !CHKPIX(w + 1)) CHKPIX(w);
else if (l1[MSB]<255) semitrans = true;
}
if (l1[MSB] == 0 && !CHKPIX(-w) && !CHKPIX(-1)) CHKPIX(w);
else if (l1[MSB]<255) semitrans = true;
l1 += 4;
}
if (l1[MSB] == 0 && !CHKPIX(-w)) CHKPIX(1);
else if (l1[MSB]<255) semitrans = true;
l1 += 4;
for (x = 1; x<w - 1; x++, l1 += 4)
{
if (l1[MSB] == 0 && !CHKPIX(-w) && !CHKPIX(-1)) CHKPIX(1);
else if (l1[MSB]<255) semitrans = true;
}
if (l1[MSB] == 0 && !CHKPIX(-w)) CHKPIX(-1);
else if (l1[MSB]<255) semitrans = true;
return trans || (semitrans << 1);
}
//===========================================================================
//
// Post-process the texture data after the buffer has been created
//
//===========================================================================
bool FTexture::ProcessData(unsigned char * buffer, int w, int h, bool ispatch)
{
if (bMasked)
{
int res = SmoothEdges(buffer, w, h);
bMasked = !!(res & 1);
}
return true;
}
//===========================================================================
//
// Initializes the buffer for the texture data
//
//===========================================================================
FTextureBuffer FTexture::CreateTexBuffer(const PalEntry * remap, int flags)
{
FTextureBuffer result;
unsigned char * buffer = nullptr;
int W, H;
int isTransparent = -1;
bool checkonly = !!(flags & CTF_CheckOnly);
W = GetWidth();
H = GetHeight();
if (!checkonly)
{
buffer = new unsigned char[W*(H + 1) * 4];
memset(buffer, 0, W * (H + 1) * 4);
FBitmap bmp(buffer, W * 4, W, H);
int trans;
auto Pixels = GetBgraBitmap(remap, &trans);
bmp.Blit(0, 0, Pixels);
if (remap == nullptr)
{
CheckTrans(buffer, W*H, trans);
isTransparent = bTranslucent;
}
else
{
isTransparent = 0;
// A translated image is not conclusive for setting the texture's transparency info.
}
}
result.mBuffer = buffer;
result.mWidth = W;
result.mHeight = H;
// Only do postprocessing for image-backed textures. (i.e. not for the burn texture which can also pass through here.)
if (flags & CTF_ProcessData)
{
if (!checkonly) ProcessData(result.mBuffer, result.mWidth, result.mHeight, false);
}
return result;
}
//===========================================================================
//
// Dummy texture for the 0-entry.
//
//===========================================================================
bool FTexture::GetTranslucency()
{
if (bTranslucent == -1)
{
if (true)//!bHasCanvas)
{
// This will calculate all we need, so just discard the result.
CreateTexBuffer(0);
}
/*
else
{
bTranslucent = 0;
}*/
}
return !!bTranslucent;
}
//===========================================================================
//
// the default just returns an empty texture.
//
//===========================================================================
const uint8_t* FTexture::Get8BitPixels()
{
return nullptr; // most textures do not provide a static buffer.
}
void FTexture::Create8BitPixels(uint8_t *buffer)
{
// The base class does not fill the texture.
}
//===========================================================================
//
// Replacement textures
//
//===========================================================================
void FTexture::AddReplacement(const HightileReplacement & replace)
{
for (auto &ht : Hightiles)
{
if (replace.palnum == ht.palnum && (replace.faces[1] == nullptr) == (ht.faces[1] == nullptr))
{
ht = replace;
return;
}
}
Hightiles.Push(replace);
}
void FTexture::DeleteReplacement(int palnum)
{
for (int i = Hightiles.Size() -1; i >= 0; i--)
{
if (Hightiles[i].palnum == palnum) Hightiles.Delete(i);
}
}
//===========================================================================
//
//
//
//===========================================================================
HightileReplacement *FTexture::FindReplacement(int palnum, bool skybox)
{
for(;;)
{
for (auto &rep : Hightiles)
{
if (rep.palnum == palnum && (rep.faces[1] != nullptr) == skybox) return &rep;
}
if (!palnum) break;
palnum = 0;
}
return nullptr; // no replacement found
}
//===========================================================================
//
//
//
//===========================================================================
void FTexture::DeleteHardwareTextures()
{
decltype(HardwareTextures)::Iterator it(HardwareTextures);
decltype(HardwareTextures)::Pair *pair;
while (it.NextPair(pair))
{
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delete pair->Value;
}
HardwareTextures.Clear();
}