/* ** 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 "basics.h" #include "vectors.h" #include "colormatcher.h" #include "renderstyle.h" #include "textureid.h" #include #include "hw_texcontainer.h" #include "floatrect.h" #include "refcounted.h" typedef TMap SpriteHits; class FImageSource; class FGameTexture; class IHardwareTexture; enum { CLAMP_NONE = 0, CLAMP_X, CLAMP_Y, CLAMP_XY, CLAMP_XY_NOMIP, CLAMP_NOFILTER, CLAMP_NOFILTER_X, CLAMP_NOFILTER_Y, CLAMP_NOFILTER_XY, CLAMP_CAMTEX, NUMSAMPLERS }; enum MaterialShaderIndex { SHADER_Default, SHADER_Warp1, SHADER_Warp2, SHADER_Specular, SHADER_PBR, SHADER_Paletted, SHADER_NoTexture, SHADER_BasicFuzz, SHADER_SmoothFuzz, SHADER_SwirlyFuzz, SHADER_TranslucentFuzz, SHADER_JaggedFuzz, SHADER_NoiseFuzz, SHADER_SmoothNoiseFuzz, SHADER_SoftwareFuzz, FIRST_USER_SHADER }; enum texflags { // These get Or'ed into uTextureMode because it only uses its 3 lowermost bits. TEXF_Brightmap = 0x10000, TEXF_Detailmap = 0x20000, TEXF_Glowmap = 0x40000, }; enum { SFlag_Brightmap = 1, SFlag_Detailmap = 2, SFlag_Glowmap = 4, }; struct UserShaderDesc { FString shader; MaterialShaderIndex shaderType; FString defines; bool disablealphatest = false; uint8_t shaderFlags = 0; }; extern TArray usershaders; 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; enum FTextureFormat : uint32_t { TEX_Pal, TEX_Gray, TEX_RGB, // Actually ARGB TEX_Count }; class ISoftwareTexture { public: virtual ~ISoftwareTexture() = default; }; 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 : public RefCountedBase { friend class FGameTexture; // only for the porting work public: FHardwareTextureContainer SystemTextures; protected: FloatRect* areas = nullptr; int SourceLump; uint16_t Width = 0, Height = 0; bool Masked = false; // Texture (might) have holes bool bHasCanvas = false; int8_t bTranslucent = -1; int8_t areacount = 0; // this is capped at 4 sections. public: IHardwareTexture* GetHardwareTexture(int translation, int scaleflags); virtual FImageSource *GetImage() const { return nullptr; } void CreateUpsampledTextureBuffer(FTextureBuffer &texbuffer, bool hasAlpha, bool checkonly); void CleanHardwareTextures() { SystemTextures.Clean(); } void CleanPrecacheMarker() { SystemTextures.UnmarkAll(); } void MarkForPrecache(int translation, int scaleflags) { SystemTextures.MarkForPrecache(translation, scaleflags); } void CleanUnused() { SystemTextures.CleanUnused(); } int GetWidth() { return Width; } int GetHeight() { return Height; } bool isHardwareCanvas() const { return bHasCanvas; } // There's two here so that this can deal with software canvases in the hardware renderer later. bool isCanvas() const { return bHasCanvas; } int GetSourceLump() { return SourceLump; } // needed by the scripted GetName method. void SetSourceLump(int sl) { SourceLump = sl; } bool FindHoles(const unsigned char * buffer, int w, int h); void CopySize(FTexture* BaseTexture) { Width = BaseTexture->GetWidth(); Height = BaseTexture->GetHeight(); } // This is only used for the null texture and for Heretic's skies. void SetSize(int w, int h) { Width = w; Height = h; } bool TrimBorders(uint16_t* rect); int GetAreas(FloatRect** pAreas) const; // Returns the whole texture, stored in column-major order virtual TArray Get8BitPixels(bool alphatex); virtual FBitmap GetBgraBitmap(const PalEntry *remap, int *trans = nullptr); static bool SmoothEdges(unsigned char * buffer,int w, int h); virtual void ResolvePatches() {} FTexture (int lumpnum = -1); public: FTextureBuffer CreateTexBuffer(int translation, int flags = 0); virtual bool DetermineTranslucency(); bool GetTranslucency() { return bTranslucent != -1 ? bTranslucent : DetermineTranslucency(); } public: void CheckTrans(unsigned char * buffer, int size, int trans); bool ProcessData(unsigned char * buffer, int w, int h, bool ispatch); int CheckRealHeight(); friend class FTextureManager; }; // A texture that can be drawn to. class FCanvasTexture : public FTexture { public: FCanvasTexture(int width, int height) { Width = width; Height = height; bHasCanvas = true; aspectRatio = (float)width / height; } 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; float aspectRatio; friend struct FCanvasTextureInfo; }; // A wrapper around a hardware texture, to allow using it in the 2D drawing interface. class FWrapperTexture : public FTexture { int Format; public: FWrapperTexture(int w, int h, int bits = 1); IHardwareTexture *GetSystemTexture() { return SystemTextures.GetHardwareTexture(0, 0); } int GetColorFormat() const { return Format; } }; class FImageTexture : public FTexture { FImageSource* mImage; bool bNoRemap0 = false; protected: void SetFromImage(); public: FImageTexture(FImageSource* image) noexcept; TArray Get8BitPixels(bool alphatex) override; void SetImage(FImageSource* img) { mImage = img; SetFromImage(); } void SetNoRemap0() { bNoRemap0 = true; } FImageSource* GetImage() const override { return mImage; } FBitmap GetBgraBitmap(const PalEntry* p, int* trans) override; bool DetermineTranslucency() override; }; #include "gametexture.h" #endif