mirror of
https://github.com/ZDoom/raze-gles.git
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407 lines
10 KiB
C++
407 lines
10 KiB
C++
//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2010-2016 Christoph Oelckers
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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/*
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** gl_voxels.cpp
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**
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** Voxel management
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**
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**/
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#include "filesystem.h"
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#include "colormatcher.h"
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#include "bitmap.h"
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#include "model_kvx.h"
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#include "image.h"
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#include "texturemanager.h"
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#include "modelrenderer.h"
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#include "voxels.h"
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#include "texturemanager.h"
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#include "palettecontainer.h"
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#include "textures.h"
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#ifdef _MSC_VER
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#pragma warning(disable:4244) // warning C4244: conversion from 'double' to 'float', possible loss of data
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#endif
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//===========================================================================
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//
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// Creates a 16x16 texture from the palette so that we can
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// use the existing palette manipulation code to render the voxel
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// Otherwise all shaders had to be duplicated and the non-shader code
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// would be a lot less efficient.
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//
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//===========================================================================
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class FVoxelTexture : public FImageSource
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{
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public:
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FVoxelTexture(FVoxel *voxel);
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int CopyPixels(FBitmap *bmp, int conversion) override;
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TArray<uint8_t> CreatePalettedPixels(int conversion) override;
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protected:
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FVoxel *SourceVox;
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};
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//===========================================================================
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//
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//
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//
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//===========================================================================
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FVoxelTexture::FVoxelTexture(FVoxel *vox)
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{
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SourceVox = vox;
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Width = 16;
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Height = 16;
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//bNoCompress = true;
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}
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//===========================================================================
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//
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//
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//
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//===========================================================================
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TArray<uint8_t> FVoxelTexture::CreatePalettedPixels(int conversion)
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{
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// GetPixels gets called when a translated palette is used so we still need to implement it here.
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TArray<uint8_t> Pixels(256, true);
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uint8_t *pp = SourceVox->Palette.Data();
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if(pp != NULL)
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{
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for(int i=0;i<256;i++, pp+=3)
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{
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PalEntry pe;
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pe.r = (pp[0] << 2) | (pp[0] >> 4);
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pe.g = (pp[1] << 2) | (pp[1] >> 4);
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pe.b = (pp[2] << 2) | (pp[2] >> 4);
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// Alphatexture handling is just for completeness, but rather unlikely to be used ever.
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Pixels[i] = conversion == luminance ? pe.r : ColorMatcher.Pick(pe);
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}
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}
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else
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{
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for(int i=0;i<256;i++, pp+=3)
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{
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Pixels[i] = (uint8_t)i;
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}
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}
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return Pixels;
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}
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//===========================================================================
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//
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// FVoxelTexture::CopyPixels
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//
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// This creates a dummy 16x16 paletted bitmap and converts that using the
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// voxel palette
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//
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//===========================================================================
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int FVoxelTexture::CopyPixels(FBitmap *bmp, int conversion)
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{
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PalEntry pe[256];
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uint8_t bitmap[256];
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uint8_t *pp = SourceVox->Palette.Data();
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if(pp != nullptr)
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{
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for(int i=0;i<256;i++, pp+=3)
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{
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bitmap[i] = (uint8_t)i;
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pe[i].r = (pp[0] << 2) | (pp[0] >> 4);
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pe[i].g = (pp[1] << 2) | (pp[1] >> 4);
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pe[i].b = (pp[2] << 2) | (pp[2] >> 4);
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pe[i].a = 255;
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}
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}
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else
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{
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for(int i=0;i<256;i++, pp+=3)
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{
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bitmap[i] = (uint8_t)i;
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pe[i] = GPalette.BaseColors[i];
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pe[i].a = 255;
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}
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}
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bmp->CopyPixelData(0, 0, bitmap, Width, Height, 1, 16, 0, pe);
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return 0;
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}
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//===========================================================================
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//
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//
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//
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//===========================================================================
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FVoxelModel::FVoxelModel(FVoxel *voxel, bool owned)
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{
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mVoxel = voxel;
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mOwningVoxel = owned;
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mPalette = TexMan.AddGameTexture(MakeGameTexture(new FImageTexture(new FVoxelTexture(voxel)), nullptr, ETextureType::Override));
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}
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//===========================================================================
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//
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//
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//
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//===========================================================================
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FVoxelModel::~FVoxelModel()
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{
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if (mOwningVoxel) delete mVoxel;
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}
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//===========================================================================
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//
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//
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//
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//===========================================================================
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unsigned int FVoxelModel::AddVertex(FModelVertex &vert, FVoxelMap &check)
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{
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unsigned int index = check[vert];
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if (index == 0xffffffff)
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{
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index = check[vert] =mVertices.Push(vert);
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}
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return index;
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}
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//===========================================================================
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//
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//
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//
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//===========================================================================
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void FVoxelModel::AddFace(int x1, int y1, int z1, int x2, int y2, int z2, int x3, int y3, int z3, int x4, int y4, int z4, uint8_t col, FVoxelMap &check)
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{
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float PivotX = mVoxel->Mips[0].Pivot.X;
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float PivotY = mVoxel->Mips[0].Pivot.Y;
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float PivotZ = mVoxel->Mips[0].Pivot.Z;
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int h = mVoxel->Mips[0].SizeZ;
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FModelVertex vert;
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unsigned int indx[4];
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vert.packedNormal = 0; // currently this is not being used for voxels.
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vert.u = (((col & 15) * 255 / 16) + 7) / 255.f;
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vert.v = (((col / 16) * 255 / 16) + 7) / 255.f;
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vert.x = x1 - PivotX;
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vert.z = -y1 + PivotY;
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vert.y = -z1 + PivotZ;
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indx[0] = AddVertex(vert, check);
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vert.x = x2 - PivotX;
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vert.z = -y2 + PivotY;
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vert.y = -z2 + PivotZ;
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indx[1] = AddVertex(vert, check);
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vert.x = x4 - PivotX;
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vert.z = -y4 + PivotY;
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vert.y = -z4 + PivotZ;
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indx[2] = AddVertex(vert, check);
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vert.x = x3 - PivotX;
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vert.z = -y3 + PivotY;
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vert.y = -z3 + PivotZ;
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indx[3] = AddVertex(vert, check);
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mIndices.Push(indx[0]);
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mIndices.Push(indx[1]);
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mIndices.Push(indx[3]);
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mIndices.Push(indx[1]);
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mIndices.Push(indx[2]);
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mIndices.Push(indx[3]);
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}
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//===========================================================================
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//
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//
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//
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//===========================================================================
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void FVoxelModel::MakeSlabPolys(int x, int y, kvxslab_t *voxptr, FVoxelMap &check)
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{
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const uint8_t *col = voxptr->col;
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int zleng = voxptr->zleng;
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int ztop = voxptr->ztop;
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int cull = voxptr->backfacecull;
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if (cull & 16)
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{
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AddFace(x, y, ztop, x+1, y, ztop, x, y+1, ztop, x+1, y+1, ztop, *col, check);
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}
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int z = ztop;
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while (z < ztop+zleng)
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{
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int c = 0;
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while (z+c < ztop+zleng && col[c] == col[0]) c++;
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if (cull & 1)
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{
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AddFace(x, y, z, x, y+1, z, x, y, z+c, x, y+1, z+c, *col, check);
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}
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if (cull & 2)
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{
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AddFace(x+1, y+1, z, x+1, y, z, x+1, y+1, z+c, x+1, y, z+c, *col, check);
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}
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if (cull & 4)
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{
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AddFace(x+1, y, z, x, y, z, x+1, y, z+c, x, y, z+c, *col, check);
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}
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if (cull & 8)
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{
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AddFace(x, y+1, z, x+1, y+1, z, x, y+1, z+c, x+1, y+1, z+c, *col, check);
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}
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z+=c;
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col+=c;
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}
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if (cull & 32)
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{
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int z = ztop+zleng-1;
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AddFace(x+1, y, z+1, x, y, z+1, x+1, y+1, z+1, x, y+1, z+1, voxptr->col[zleng-1], check);
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}
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}
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//===========================================================================
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//
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//
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//
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//===========================================================================
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void FVoxelModel::Initialize()
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{
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FVoxelMap check;
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FVoxelMipLevel *mip = &mVoxel->Mips[0];
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for (int x = 0; x < mip->SizeX; x++)
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{
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uint8_t *slabxoffs = &mip->GetSlabData(false)[mip->OffsetX[x]];
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short *xyoffs = &mip->OffsetXY[x * (mip->SizeY + 1)];
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for (int y = 0; y < mip->SizeY; y++)
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{
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kvxslab_t *voxptr = (kvxslab_t *)(slabxoffs + xyoffs[y]);
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kvxslab_t *voxend = (kvxslab_t *)(slabxoffs + xyoffs[y+1]);
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for (; voxptr < voxend; voxptr = (kvxslab_t *)((uint8_t *)voxptr + voxptr->zleng + 3))
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{
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MakeSlabPolys(x, y, voxptr, check);
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}
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}
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}
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}
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//===========================================================================
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//
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//
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//
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//===========================================================================
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void FVoxelModel::BuildVertexBuffer(FModelRenderer *renderer)
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{
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if (!GetVertexBuffer(renderer->GetType()))
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{
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Initialize();
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auto vbuf = renderer->CreateVertexBuffer(true, true);
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SetVertexBuffer(renderer->GetType(), vbuf);
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FModelVertex *vertptr = vbuf->LockVertexBuffer(mVertices.Size());
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unsigned int *indxptr = vbuf->LockIndexBuffer(mIndices.Size());
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memcpy(vertptr, &mVertices[0], sizeof(FModelVertex)* mVertices.Size());
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memcpy(indxptr, &mIndices[0], sizeof(unsigned int)* mIndices.Size());
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vbuf->UnlockVertexBuffer();
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vbuf->UnlockIndexBuffer();
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mNumIndices = mIndices.Size();
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// delete our temporary buffers
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mVertices.Clear();
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mIndices.Clear();
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mVertices.ShrinkToFit();
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mIndices.ShrinkToFit();
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}
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}
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//===========================================================================
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//
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// for skin precaching
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//
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//===========================================================================
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void FVoxelModel::AddSkins(uint8_t *hitlist)
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{
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hitlist[mPalette.GetIndex()] |= FTextureManager::HIT_Flat;
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}
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//===========================================================================
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//
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//
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//
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//===========================================================================
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bool FVoxelModel::Load(const char * fn, int lumpnum, const char * buffer, int length)
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{
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return false; // not needed
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}
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//===========================================================================
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//
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// Voxels don't have frames so always return 0
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//
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//===========================================================================
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int FVoxelModel::FindFrame(const char * name)
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{
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return 0;
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}
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//===========================================================================
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//
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// Voxels need aspect ratio correction according to the current map's setting
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//
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//===========================================================================
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float FVoxelModel::getAspectFactor(float stretch)
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{
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return stretch;
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}
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//===========================================================================
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//
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// Voxels never interpolate between frames, they only have one.
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//
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//===========================================================================
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void FVoxelModel::RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frame, int frame2, double inter, int translation)
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{
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renderer->SetMaterial(skin, true, translation);
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renderer->SetupFrame(this, 0, 0, 0);
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renderer->DrawElements(mNumIndices, 0);
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}
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