/* ** 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" 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(PalEntry *remap, int *ptrans) { FBitmap bmp; bmp.Create(Width, Height); return bmp; } //=========================================================================== // // Gets the average color of a texture for use as a sky cap color // //=========================================================================== #define APART(c) (((c)>>24)&0xff) #define RPART(c) (((c)>>16)&0xff) #define GPART(c) (((c)>>8)&0xff) #define BPART(c) ((c)&0xff) 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> 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; xGetId(); builder.translation = std::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 0 CreateUpsampledTextureBuffer(result, !!isTransparent, checkonly); #endif 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. // //=========================================================================== TArray FTexture::Get8BitPixels(bool alphatex) { TArray Pixels(Width * Height, true); memset(Pixels.Data(), 0, Width * Height); return Pixels; } #if 0 //========================================================================== // // // //========================================================================== FWrapperTexture::FWrapperTexture(int w, int h, int bits) { Width = w; Height = h; Format = bits; UseType = ETextureType::SWCanvas; bNoCompress = true; auto hwtex = screen->CreateHardwareTexture(); // todo: Initialize here. SystemTextures.AddHardwareTexture(0, false, hwtex); } #endif TMap textures; FTexture *FTexture::GetTexture(const char *path) { auto res = textures.CheckKey(path); if (res) return *res; auto tex = FTexture::CreateTexture(path); if (tex) textures.Insert(path, tex); return tex; }