/* ** 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 #include "compat.h" #include "textureid.h" #include "zstring.h" #include "tarray.h" #include "palentry.h" class FHardwareTexture; class FImageSource; enum MaterialShaderIndex { 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 }; struct UserShaderDesc { FString shader; MaterialShaderIndex shaderType; FString defines; bool disablealphatest = false; }; extern TArray usershaders; struct FloatRect { float left,top; float width,height; void Offset(float xofs,float yofs) { left+=xofs; top+=yofs; } void Scale(float xfac,float yfac) { left*=xfac; width*=xfac; top*=yfac; height*=yfac; } }; enum ECreateTexBufferFlags { 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) {} }; enum FTextureFormat : uint32_t { TEX_Pal, TEX_Gray, TEX_RGB, // Actually ARGB TEX_Count }; class FSoftwareTexture; class FGLRenderState; struct spriteframewithrotate; 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 { friend struct BuildTiles; friend class FTextureManager; 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; } int GetTexelWidth() const { return Size.x; } int GetTexelHeight() const { return Size.y; } int GetDisplayWidth() const { return Size.x; } int GetDisplayHeight() const { return Size.y; } const vec2_16_t &GetSize() const { return Size; } 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; } void SetHardwareTexture(int palid, FHardwareTexture* htex) { HardwareTextures.Insert(palid, htex); } FHardwareTexture** GetHardwareTexture(int palid) { return HardwareTextures.CheckKey(palid); } int alphaThreshold = 128; FixedBitArray<256> NoBrightmapFlag{ 0 }; protected: void CopySize(FTexture *BaseTexture) { Size.x = BaseTexture->GetWidth(); Size.y = BaseTexture->GetHeight(); leftoffset = BaseTexture->leftoffset; topoffset = BaseTexture->topoffset; } void SetSize(int w, int h) { Size = { int16_t(w), int16_t(h) }; } FString Name; 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; }; }; 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 CachedPixels; // 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 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