/* ** textures.h ** **--------------------------------------------------------------------------- ** Copyright 2005-2016 Randy Heit ** Copyright 2005-2016 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 "textureid.h" #include "zstring.h" #include "palentry.h" /* #include "v_palette.h" #include "r_data/v_colortables.h" #include "colormatcher.h" #include "r_data/renderstyle.h" #include "r_data/r_translate.h" #include "hwrenderer/textures/hw_texcontainer.h" */ #include class FImageSource; enum ECreateTexBufferFlags { CTF_CheckHires = 1, // use external hires replacement if found 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) {} }; class FGLRenderState; 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: static FTexture *CreateTexture(const char *name); static FTexture* GetTexture(const char* path); 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 FBitmap GetBgraBitmap(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() { return Width; } int GetHeight() { return Height; } int GetLeftOffset() { return LeftOffset; } int GetTopOffset() { return TopOffset; } FTextureBuffer CreateTexBuffer(int translation, 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); protected: void CopySize(FTexture *BaseTexture) { Width = BaseTexture->GetWidth(); Height = BaseTexture->GetHeight(); TopOffset = BaseTexture->TopOffset; TopOffset = BaseTexture->TopOffset; } int Width = 0, Height = 0; int LeftOffset = 0, TopOffset = 0; FString Name; uint8_t bMasked = true; // Texture (might) have holes int8_t bTranslucent = -1; // Does this texture have an active alpha channel? bool skyColorDone = false; PalEntry FloorSkyColor; PalEntry CeilingSkyColor; FTexture (const char *name = NULL); }; #endif