/* ** 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 "printf.h" #include "files.h" #include "filesystem.h" #include "templates.h" #include "textures.h" #include "bitmap.h" #include "colormatcher.h" #include "c_dispatch.h" #include "m_fixed.h" #include "imagehelpers.h" #include "image.h" #include "formats/multipatchtexture.h" #include "texturemanager.h" #include "c_cvars.h" // Wrappers to keep the definitions of these classes out of here. IHardwareTexture* CreateHardwareTexture(); // Make sprite offset adjustment user-configurable per renderer. int r_spriteadjustSW, r_spriteadjustHW; //========================================================================== // // // //========================================================================== FTexture::FTexture (int lumpnum) : SourceLump(lumpnum), bHasCanvas(false) { bTranslucent = -1; } //=========================================================================== // // 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(Width, Height); return bmp; } //==================================================================== // // CheckRealHeight // // Checks the posts in a texture and returns the lowest row (plus one) // of the texture that is actually used. // //==================================================================== int FTexture::CheckRealHeight() { auto pixels = Get8BitPixels(false); for(int h = GetHeight()-1; h>= 0; h--) { for(int w = 0; w < GetWidth(); w++) { if (pixels[h + w * GetHeight()] != 0) { return h; } } } return 0; } //=========================================================================== // // Finds gaps in the texture which can be skipped by the renderer // This was mainly added to speed up one area in E4M6 of 007LTSD // //=========================================================================== bool FTexture::FindHoles(const unsigned char* buffer, int w, int h) { const unsigned char* li; int y, x; int startdraw, lendraw; int gaps[5][2]; int gapc = 0; // already done! if (areacount) return false; areacount = -1; //whatever happens next, it shouldn't be done twice! // large textures and non-images are excluded for performance reasons if (h>512 || !GetImage()) return false; startdraw = -1; lendraw = 0; for (y = 0; y < h; y++) { li = buffer + w * y * 4 + 3; for (x = 0; x < w; x++, li += 4) { if (*li != 0) break; } if (x != w) { // non - transparent if (startdraw == -1) { startdraw = y; // merge transparent gaps of less than 16 pixels into the last drawing block if (gapc && y <= gaps[gapc - 1][0] + gaps[gapc - 1][1] + 16) { gapc--; startdraw = gaps[gapc][0]; lendraw = y - startdraw; } if (gapc == 4) return false; // too many splits - this isn't worth it } lendraw++; } else if (startdraw != -1) { if (lendraw == 1) lendraw = 2; gaps[gapc][0] = startdraw; gaps[gapc][1] = lendraw; gapc++; startdraw = -1; lendraw = 0; } } if (startdraw != -1) { gaps[gapc][0] = startdraw; gaps[gapc][1] = lendraw; gapc++; } if (startdraw == 0 && lendraw == h) return false; // nothing saved so don't create a split list if (gapc > 0) { FloatRect* rcs = (FloatRect*)ImageArena.Alloc(gapc * sizeof(FloatRect)); // allocate this on the image arena for (x = 0; x < gapc; x++) { // gaps are stored as texture (u/v) coordinates rcs[x].width = rcs[x].left = -1.0f; rcs[x].top = (float)gaps[x][0] / (float)h; rcs[x].height = (float)gaps[x][1] / (float)h; } areas = rcs; } else areas = nullptr; areacount = gapc; return true; } //---------------------------------------------------------------------------- // // // //---------------------------------------------------------------------------- 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) bool FTexture::SmoothEdges(unsigned char* buffer, int w, int h) { int x, y; bool trans = buffer[MSB] == 0; // If I set this to false here the code won't detect textures // that only contain transparent pixels. bool 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; } //=========================================================================== // // Post-process the texture data after the buffer has been created // //=========================================================================== bool FTexture::ProcessData(unsigned char* buffer, int w, int h, bool ispatch) { if (Masked) { Masked = SmoothEdges(buffer, w, h); if (Masked && !ispatch) FindHoles(buffer, w, h); } return true; } //=========================================================================== // // Initializes the buffer for the texture data // //=========================================================================== FTextureBuffer FTexture::CreateTexBuffer(int translation, int flags) { FTextureBuffer result; unsigned char* buffer = nullptr; int W, H; int isTransparent = -1; bool checkonly = !!(flags & CTF_CheckOnly); int exx = !!(flags & CTF_Expand); W = GetWidth() + 2 * exx; H = GetHeight() + 2 * exx; if (!checkonly) { buffer = new unsigned char[W * (H + 1) * 4]; memset(buffer, 0, W * (H + 1) * 4); auto remap = translation <= 0 ? nullptr : GPalette.TranslationToTable(translation); if (remap) translation = remap->Index; FBitmap bmp(buffer, W * 4, W, H); int trans; auto Pixels = GetBgraBitmap(remap ? remap->Palette : nullptr, &trans); bmp.Blit(exx, exx, 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. } } if (GetImage()) { FContentIdBuilder builder; builder.id = 0; builder.imageID = GetImage()->GetId(); builder.translation = MAX(0, translation); builder.expand = exx; result.mContentId = builder.id; } else result.mContentId = 0; // for non-image backed textures this has no meaning so leave it at 0. 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 (GetImage() && flags & CTF_ProcessData) { if (flags & CTF_Upscale) CreateUpsampledTextureBuffer(result, !!isTransparent, checkonly); if (!checkonly) ProcessData(result.mBuffer, result.mWidth, result.mHeight, false); } return result; } //=========================================================================== // // Dummy texture for the 0-entry. // //=========================================================================== bool FTexture::DetermineTranslucency() { // This will calculate all we need, so just discard the result. CreateTexBuffer(0); return !!bTranslucent; } //=========================================================================== // // the default just returns an empty texture. // //=========================================================================== TArray FTexture::Get8BitPixels(bool alphatex) { TArray Pixels(Width * Height, true); memset(Pixels.Data(), 0, Width * Height); return Pixels; } //=========================================================================== // // Finds empty space around the texture. // Used for sprites that got placed into a huge empty frame. // //=========================================================================== bool FTexture::TrimBorders(uint16_t* rect) { auto texbuffer = CreateTexBuffer(0); int w = texbuffer.mWidth; int h = texbuffer.mHeight; auto Buffer = texbuffer.mBuffer; if (texbuffer.mBuffer == nullptr) { return false; } if (w != Width || h != Height) { // external Hires replacements cannot be trimmed. return false; } int size = w * h; if (size == 1) { // nothing to be done here. rect[0] = 0; rect[1] = 0; rect[2] = 1; rect[3] = 1; return true; } int first, last; for (first = 0; first < size; first++) { if (Buffer[first * 4 + 3] != 0) break; } if (first >= size) { // completely empty rect[0] = 0; rect[1] = 0; rect[2] = 1; rect[3] = 1; return true; } for (last = size - 1; last >= first; last--) { if (Buffer[last * 4 + 3] != 0) break; } rect[1] = first / w; rect[3] = 1 + last / w - rect[1]; rect[0] = 0; rect[2] = w; unsigned char* bufferoff = Buffer + (rect[1] * w * 4); h = rect[3]; for (int x = 0; x < w; x++) { for (int y = 0; y < h; y++) { if (bufferoff[(x + y * w) * 4 + 3] != 0) goto outl; } rect[0]++; } outl: rect[2] -= rect[0]; for (int x = w - 1; rect[2] > 1; x--) { for (int y = 0; y < h; y++) { if (bufferoff[(x + y * w) * 4 + 3] != 0) { return true; } } rect[2]--; } return true; } //=========================================================================== // // Create a hardware texture for this texture image. // //=========================================================================== IHardwareTexture* FTexture::GetHardwareTexture(int translation, int scaleflags) { //if (UseType != ETextureType::Null) { IHardwareTexture* hwtex = SystemTextures.GetHardwareTexture(translation, scaleflags); if (hwtex == nullptr) { hwtex = CreateHardwareTexture(); SystemTextures.AddHardwareTexture(translation, scaleflags, hwtex); } return hwtex; } return nullptr; } //========================================================================== // // this must be copied back to textures.cpp later. // //========================================================================== FWrapperTexture::FWrapperTexture(int w, int h, int bits) { Width = w; Height = h; Format = bits; //bNoCompress = true; auto hwtex = CreateHardwareTexture(); // todo: Initialize here. SystemTextures.AddHardwareTexture(0, false, hwtex); }