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.
430 lines
11 KiB
C++
430 lines
11 KiB
C++
/*
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** texture.cpp
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** The base texture class
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**
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**---------------------------------------------------------------------------
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** Copyright 2004-2007 Randy Heit
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** Copyright 2006-2018 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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*/
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#include "files.h"
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#include "templates.h"
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#include "bitmap.h"
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#include "image.h"
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FTexture *CreateBrightmapTexture(FImageSource*);
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//==========================================================================
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//
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//
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//
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//==========================================================================
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// Examines the lump contents to decide what type of texture to create,
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// and creates the texture.
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FTexture * FTexture::CreateTexture(const char *name)
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{
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auto image = FImageSource::GetImage(name);
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if (image != nullptr)
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{
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FTexture *tex = new FImageTexture(image);
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if (tex != nullptr)
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{
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tex->Name = name;
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return tex;
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}
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}
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return nullptr;
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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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FTexture::FTexture (const char *name)
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{
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Name = name;
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}
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FTexture::~FTexture ()
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{
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}
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//===========================================================================
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//
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// FTexture::GetBgraBitmap
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//
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// Default returns just an empty bitmap. This needs to be overridden by
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// any subclass that actually does return a software pixel buffer.
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//
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//===========================================================================
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FBitmap FTexture::GetBgraBitmap(PalEntry *remap, int *ptrans)
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{
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FBitmap bmp;
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bmp.Create(Width, Height);
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return bmp;
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}
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//===========================================================================
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//
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// Gets the average color of a texture for use as a sky cap color
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//
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//===========================================================================
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#define APART(c) (((c)>>24)&0xff)
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#define RPART(c) (((c)>>16)&0xff)
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#define GPART(c) (((c)>>8)&0xff)
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#define BPART(c) ((c)&0xff)
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PalEntry FTexture::averageColor(const uint32_t *data, int size, int maxout)
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{
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int i;
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unsigned int r, g, b;
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// First clear them.
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r = g = b = 0;
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if (size == 0)
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{
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return PalEntry(255, 255, 255);
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}
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for (i = 0; i < size; i++)
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{
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b += BPART(data[i]);
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g += GPART(data[i]);
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r += RPART(data[i]);
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}
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r = r / size;
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g = g / size;
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b = b / size;
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int maxv = std::max(std::max(r, g), b);
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if (maxv && maxout)
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{
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r = uint64_t(r) * maxout / maxv;
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g = uint64_t(g) * maxout / maxv;
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b = uint64_t(b) * maxout / maxv;
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}
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return PalEntry(255, r, g, b);
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}
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PalEntry FTexture::GetSkyCapColor(bool bottom)
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{
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if (!skyColorDone)
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{
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skyColorDone = true;
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FBitmap bitmap = GetBgraBitmap(nullptr);
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int w = bitmap.GetWidth();
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int h = bitmap.GetHeight();
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const uint32_t *buffer = (const uint32_t *)bitmap.GetPixels();
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if (buffer)
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{
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CeilingSkyColor = averageColor((uint32_t *)buffer, w * std::min(30, h), 0);
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if (h>30)
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{
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FloorSkyColor = averageColor(((uint32_t *)buffer) + (h - 30)*w, w * 30, 0);
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}
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else FloorSkyColor = CeilingSkyColor;
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}
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}
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return bottom ? FloorSkyColor : CeilingSkyColor;
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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 FTexture::CheckTrans(unsigned char * buffer, int size, int trans)
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{
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if (bTranslucent == -1)
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{
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bTranslucent = trans;
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if (trans == -1)
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{
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uint32_t * dwbuf = (uint32_t*)buffer;
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for (int i = 0; i<size; i++)
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{
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uint32_t alpha = dwbuf[i] >> 24;
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if (alpha != 0xff && alpha != 0)
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{
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bTranslucent = 1;
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return;
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}
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}
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bTranslucent = 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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// smooth the edges of transparent fields in the texture
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//
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//===========================================================================
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#ifdef WORDS_BIGENDIAN
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#define MSB 0
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#define SOME_MASK 0xffffff00
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#else
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#define MSB 3
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#define SOME_MASK 0x00ffffff
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#endif
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#define CHKPIX(ofs) (l1[(ofs)*4+MSB]==255 ? (( ((uint32_t*)l1)[0] = ((uint32_t*)l1)[ofs]&SOME_MASK), trans=true ) : false)
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int FTexture::SmoothEdges(unsigned char * buffer, int w, int h)
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{
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int x, y;
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int trans = buffer[MSB] == 0; // If I set this to false here the code won't detect textures
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// that only contain transparent pixels.
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int semitrans = false;
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unsigned char * l1;
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if (h <= 1 || w <= 1) return false; // makes (a) no sense and (b) doesn't work with this code!
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l1 = buffer;
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if (l1[MSB] == 0 && !CHKPIX(1)) CHKPIX(w);
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else if (l1[MSB]<255) semitrans = true;
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l1 += 4;
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for (x = 1; x<w - 1; x++, l1 += 4)
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{
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if (l1[MSB] == 0 && !CHKPIX(-1) && !CHKPIX(1)) CHKPIX(w);
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else if (l1[MSB]<255) semitrans = true;
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}
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if (l1[MSB] == 0 && !CHKPIX(-1)) CHKPIX(w);
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else if (l1[MSB]<255) semitrans = true;
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l1 += 4;
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for (y = 1; y<h - 1; y++)
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{
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if (l1[MSB] == 0 && !CHKPIX(-w) && !CHKPIX(1)) CHKPIX(w);
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else if (l1[MSB]<255) semitrans = true;
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l1 += 4;
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for (x = 1; x<w - 1; x++, l1 += 4)
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{
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if (l1[MSB] == 0 && !CHKPIX(-w) && !CHKPIX(-1) && !CHKPIX(1) && !CHKPIX(-w - 1) && !CHKPIX(-w + 1) && !CHKPIX(w - 1) && !CHKPIX(w + 1)) CHKPIX(w);
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else if (l1[MSB]<255) semitrans = true;
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}
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if (l1[MSB] == 0 && !CHKPIX(-w) && !CHKPIX(-1)) CHKPIX(w);
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else if (l1[MSB]<255) semitrans = true;
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l1 += 4;
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}
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if (l1[MSB] == 0 && !CHKPIX(-w)) CHKPIX(1);
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else if (l1[MSB]<255) semitrans = true;
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l1 += 4;
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for (x = 1; x<w - 1; x++, l1 += 4)
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{
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if (l1[MSB] == 0 && !CHKPIX(-w) && !CHKPIX(-1)) CHKPIX(1);
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else if (l1[MSB]<255) semitrans = true;
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}
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if (l1[MSB] == 0 && !CHKPIX(-w)) CHKPIX(-1);
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else if (l1[MSB]<255) semitrans = true;
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return trans || (semitrans << 1);
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}
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//===========================================================================
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//
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// Post-process the texture data after the buffer has been created
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//
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//===========================================================================
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bool FTexture::ProcessData(unsigned char * buffer, int w, int h, bool ispatch)
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{
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if (bMasked)
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{
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int res = SmoothEdges(buffer, w, h);
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bMasked = !!(res & 1);
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}
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return true;
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}
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//===========================================================================
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//
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// Initializes the buffer for the texture data
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//
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//===========================================================================
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FTextureBuffer FTexture::CreateTexBuffer(int translation, int flags)
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{
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FTextureBuffer result;
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unsigned char * buffer = nullptr;
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int W, H;
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int isTransparent = -1;
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bool checkonly = !!(flags & CTF_CheckOnly);
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#if 0
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if (flags & CTF_CheckHires)
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{
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// No image means that this cannot be checked,
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if (GetImage() && LoadHiresTexture(result, checkonly)) return result;
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}
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#endif
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int exx = !!(flags & CTF_Expand);
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W = GetWidth() + 2 * exx;
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H = GetHeight() + 2 * exx;
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if (!checkonly)
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{
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buffer = new unsigned char[W*(H + 1) * 4];
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memset(buffer, 0, W * (H + 1) * 4);
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auto remap = nullptr;// translation <= 0 ? nullptr : FUniquePalette::GetPalette(translation);
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FBitmap bmp(buffer, W * 4, W, H);
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int trans;
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auto Pixels = GetBgraBitmap(remap, &trans);
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bmp.Blit(exx, exx, Pixels);
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if (remap == nullptr)
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{
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CheckTrans(buffer, W*H, trans);
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isTransparent = bTranslucent;
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}
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else
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{
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isTransparent = 0;
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// A translated image is not conclusive for setting the texture's transparency info.
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}
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}
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if (GetImage())
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{
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FContentIdBuilder builder;
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builder.id = 0;
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builder.imageID = GetImage()->GetId();
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builder.translation = std::max(0, translation);
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builder.expand = exx;
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result.mContentId = builder.id;
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}
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else result.mContentId = 0; // for non-image backed textures this has no meaning so leave it at 0.
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result.mBuffer = buffer;
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result.mWidth = W;
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result.mHeight = H;
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// Only do postprocessing for image-backed textures. (i.e. not for the burn texture which can also pass through here.)
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if (GetImage() && flags & CTF_ProcessData)
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{
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#if 0
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CreateUpsampledTextureBuffer(result, !!isTransparent, checkonly);
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#endif
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if (!checkonly) ProcessData(result.mBuffer, result.mWidth, result.mHeight, false);
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}
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return result;
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}
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//===========================================================================
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//
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// Dummy texture for the 0-entry.
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//
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//===========================================================================
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bool FTexture::GetTranslucency()
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{
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if (bTranslucent == -1)
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{
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if (true)//!bHasCanvas)
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{
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// This will calculate all we need, so just discard the result.
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CreateTexBuffer(0);
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}
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/*
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else
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{
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bTranslucent = 0;
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}*/
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}
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return !!bTranslucent;
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}
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//===========================================================================
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//
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// the default just returns an empty texture.
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//
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//===========================================================================
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TArray<uint8_t> FTexture::Get8BitPixels(bool alphatex)
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{
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TArray<uint8_t> Pixels(Width * Height, true);
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memset(Pixels.Data(), 0, Width * Height);
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return Pixels;
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}
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#if 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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FWrapperTexture::FWrapperTexture(int w, int h, int bits)
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{
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Width = w;
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Height = h;
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Format = bits;
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UseType = ETextureType::SWCanvas;
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bNoCompress = true;
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auto hwtex = screen->CreateHardwareTexture();
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// todo: Initialize here.
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SystemTextures.AddHardwareTexture(0, false, hwtex);
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}
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#endif
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TMap<FString, FTexture *> textures;
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FTexture *FTexture::GetTexture(const char *path)
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{
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auto res = textures.CheckKey(path);
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if (res) return *res;
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auto tex = FTexture::CreateTexture(path);
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if (tex) textures.Insert(path, tex);
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return tex;
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}
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