mirror of
https://github.com/ZDoom/raze-gles.git
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93ad83b380
- remove all code for faking gamma correction through palette manipulated images.
200 lines
5.5 KiB
C++
200 lines
5.5 KiB
C++
/*
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** textures.h
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**
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**---------------------------------------------------------------------------
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** Copyright 2005-2016 Randy Heit
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** Copyright 2005-2016 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#ifndef __TEXTURES_H
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#define __TEXTURES_H
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#include "textureid.h"
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#include "zstring.h"
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#include "palentry.h"
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/*
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#include "v_palette.h"
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#include "r_data/v_colortables.h"
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#include "colormatcher.h"
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#include "r_data/renderstyle.h"
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#include "r_data/r_translate.h"
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#include "hwrenderer/textures/hw_texcontainer.h"
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*/
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#include <vector>
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class FImageSource;
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enum ECreateTexBufferFlags
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{
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CTF_CheckHires = 1, // use external hires replacement if found
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CTF_Expand = 2, // create buffer with a one-pixel wide border
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CTF_ProcessData = 4, // run postprocessing on the generated buffer. This is only needed when using the data for a hardware texture.
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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.
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};
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class FBitmap;
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struct FRemapTable;
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struct FCopyInfo;
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class FScanner;
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// Texture IDs
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class FTextureManager;
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class FTerrainTypeArray;
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class IHardwareTexture;
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class FMaterial;
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class FMultipatchTextureBuilder;
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extern int r_spriteadjustSW, r_spriteadjustHW;
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class FNullTextureID : public FTextureID
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{
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public:
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FNullTextureID() : FTextureID(0) {}
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};
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class FGLRenderState;
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class FSerializer;
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namespace OpenGLRenderer
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{
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class FGLRenderState;
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class FHardwareTexture;
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}
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union FContentIdBuilder
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{
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uint64_t id;
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struct
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{
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unsigned imageID : 24;
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unsigned translation : 16;
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unsigned expand : 1;
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unsigned scaler : 4;
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unsigned scalefactor : 4;
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};
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};
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struct FTextureBuffer
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{
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uint8_t *mBuffer = nullptr;
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int mWidth = 0;
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int mHeight = 0;
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uint64_t mContentId = 0; // unique content identifier. (Two images created from the same image source with the same settings will return the same value.)
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FTextureBuffer() = default;
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~FTextureBuffer()
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{
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if (mBuffer) delete[] mBuffer;
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}
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FTextureBuffer(const FTextureBuffer &other) = delete;
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FTextureBuffer(FTextureBuffer &&other)
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{
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mBuffer = other.mBuffer;
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mWidth = other.mWidth;
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mHeight = other.mHeight;
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mContentId = other.mContentId;
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other.mBuffer = nullptr;
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}
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FTextureBuffer& operator=(FTextureBuffer &&other)
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{
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mBuffer = other.mBuffer;
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mWidth = other.mWidth;
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mHeight = other.mHeight;
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mContentId = other.mContentId;
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other.mBuffer = nullptr;
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return *this;
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}
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};
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// Base texture class
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class FTexture
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{
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public:
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static FTexture *CreateTexture(const char *name);
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static FTexture* GetTexture(const char* path);
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virtual ~FTexture ();
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virtual FImageSource *GetImage() const { return nullptr; }
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const FString &GetName() const { return Name; }
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bool isMasked() const { return bMasked; }
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bool isTranslucent() const { return bMasked; }
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PalEntry GetSkyCapColor(bool bottom);
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// Returns the whole texture, stored in column-major order
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virtual TArray<uint8_t> Get8BitPixels(bool alphatex);
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virtual FBitmap GetBgraBitmap(PalEntry *remap, int *trans = nullptr);
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static int SmoothEdges(unsigned char * buffer,int w, int h);
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static PalEntry averageColor(const uint32_t *data, int size, int maxout);
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int GetWidth() { return Width; }
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int GetHeight() { return Height; }
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int GetLeftOffset() { return LeftOffset; }
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int GetTopOffset() { return TopOffset; }
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FTextureBuffer CreateTexBuffer(int translation, int flags = 0);
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bool GetTranslucency();
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void CheckTrans(unsigned char * buffer, int size, int trans);
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bool ProcessData(unsigned char * buffer, int w, int h, bool ispatch);
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protected:
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void CopySize(FTexture *BaseTexture)
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{
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Width = BaseTexture->GetWidth();
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Height = BaseTexture->GetHeight();
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TopOffset = BaseTexture->TopOffset;
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TopOffset = BaseTexture->TopOffset;
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}
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int Width = 0, Height = 0;
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int LeftOffset = 0, TopOffset = 0;
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FString Name;
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uint8_t bMasked = true; // Texture (might) have holes
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int8_t bTranslucent = -1; // Does this texture have an active alpha channel?
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bool skyColorDone = false;
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PalEntry FloorSkyColor;
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PalEntry CeilingSkyColor;
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FTexture (const char *name = NULL);
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};
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#endif
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