raze/source/common/textures/texture.cpp

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/*
** 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 "printf.h"
#include "files.h"
#include "filesystem.h"
#include "templates.h"
#include "textures.h"
#include "bitmap.h"
#include "colormatcher.h"
#include "c_dispatch.h"
#include "m_fixed.h"
#include "imagehelpers.h"
#include "image.h"
#include "formats/multipatchtexture.h"
#include "texturemanager.h"
#include "c_cvars.h"
#include "imagehelpers.h"
#include "v_video.h"
// Wrappers to keep the definitions of these classes out of here.
2020-05-28 21:48:50 +00:00
IHardwareTexture* CreateHardwareTexture(int numchannels);
// Make sprite offset adjustment user-configurable per renderer.
int r_spriteadjustSW, r_spriteadjustHW;
//==========================================================================
//
//
//
//==========================================================================
FTexture::FTexture (int lumpnum)
: SourceLump(lumpnum), bHasCanvas(false)
{
bTranslucent = -1;
}
//===========================================================================
//
// 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(const PalEntry* remap, int* ptrans)
{
FBitmap bmp;
bmp.Create(Width, Height);
return bmp;
}
//====================================================================
//
// CheckRealHeight
//
// Checks the posts in a texture and returns the lowest row (plus one)
// of the texture that is actually used.
//
//====================================================================
int FTexture::CheckRealHeight()
{
auto pixels = Get8BitPixels(false);
for(int h = GetHeight()-1; h>= 0; h--)
{
for(int w = 0; w < GetWidth(); w++)
{
if (pixels[h + w * GetHeight()] != 0)
{
return h;
}
}
}
return 0;
}
//===========================================================================
//
// Finds gaps in the texture which can be skipped by the renderer
// This was mainly added to speed up one area in E4M6 of 007LTSD
//
//===========================================================================
bool FTexture::FindHoles(const unsigned char* buffer, int w, int h)
{
const unsigned char* li;
int y, x;
int startdraw, lendraw;
int gaps[5][2];
int gapc = 0;
// already done!
if (areacount) return false;
areacount = -1; //whatever happens next, it shouldn't be done twice!
// large textures and non-images are excluded for performance reasons
if (h>512 || !GetImage()) return false;
startdraw = -1;
lendraw = 0;
for (y = 0; y < h; y++)
{
li = buffer + w * y * 4 + 3;
for (x = 0; x < w; x++, li += 4)
{
if (*li != 0) break;
}
if (x != w)
{
// non - transparent
if (startdraw == -1)
{
startdraw = y;
// merge transparent gaps of less than 16 pixels into the last drawing block
if (gapc && y <= gaps[gapc - 1][0] + gaps[gapc - 1][1] + 16)
{
gapc--;
startdraw = gaps[gapc][0];
lendraw = y - startdraw;
}
if (gapc == 4) return false; // too many splits - this isn't worth it
}
lendraw++;
}
else if (startdraw != -1)
{
if (lendraw == 1) lendraw = 2;
gaps[gapc][0] = startdraw;
gaps[gapc][1] = lendraw;
gapc++;
startdraw = -1;
lendraw = 0;
}
}
if (startdraw != -1)
{
gaps[gapc][0] = startdraw;
gaps[gapc][1] = lendraw;
gapc++;
}
if (startdraw == 0 && lendraw == h) return false; // nothing saved so don't create a split list
if (gapc > 0)
{
FloatRect* rcs = (FloatRect*)ImageArena.Alloc(gapc * sizeof(FloatRect)); // allocate this on the image arena
for (x = 0; x < gapc; x++)
{
// gaps are stored as texture (u/v) coordinates
rcs[x].width = rcs[x].left = -1.0f;
rcs[x].top = (float)gaps[x][0] / (float)h;
rcs[x].height = (float)gaps[x][1] / (float)h;
}
areas = rcs;
}
else areas = nullptr;
areacount = gapc;
return true;
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
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 < size; i++)
{
uint32_t alpha = dwbuf[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)
bool FTexture::SmoothEdges(unsigned char* buffer, int w, int h)
{
int x, y;
bool trans = buffer[MSB] == 0; // If I set this to false here the code won't detect textures
// that only contain transparent pixels.
bool 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; x < w - 1; x++, l1 += 4)
{
if (l1[MSB] == 0 && !CHKPIX(-1) && !CHKPIX(1)) CHKPIX(w);
else if (l1[MSB] < 255) semitrans = true;
}
if (l1[MSB] == 0 && !CHKPIX(-1)) CHKPIX(w);
else if (l1[MSB] < 255) semitrans = true;
l1 += 4;
for (y = 1; y < h - 1; y++)
{
if (l1[MSB] == 0 && !CHKPIX(-w) && !CHKPIX(1)) CHKPIX(w);
else if (l1[MSB] < 255) semitrans = true;
l1 += 4;
for (x = 1; x < w - 1; x++, l1 += 4)
{
if (l1[MSB] == 0 && !CHKPIX(-w) && !CHKPIX(-1) && !CHKPIX(1) && !CHKPIX(-w - 1) && !CHKPIX(-w + 1) && !CHKPIX(w - 1) && !CHKPIX(w + 1)) CHKPIX(w);
else if (l1[MSB] < 255) semitrans = true;
}
if (l1[MSB] == 0 && !CHKPIX(-w) && !CHKPIX(-1)) CHKPIX(w);
else if (l1[MSB] < 255) semitrans = true;
l1 += 4;
}
if (l1[MSB] == 0 && !CHKPIX(-w)) CHKPIX(1);
else if (l1[MSB] < 255) semitrans = true;
l1 += 4;
for (x = 1; x < w - 1; x++, l1 += 4)
{
if (l1[MSB] == 0 && !CHKPIX(-w) && !CHKPIX(-1)) CHKPIX(1);
else if (l1[MSB] < 255) semitrans = true;
}
if (l1[MSB] == 0 && !CHKPIX(-w)) CHKPIX(-1);
else if (l1[MSB] < 255) semitrans = true;
return trans || semitrans;
}
//===========================================================================
//
// Post-process the texture data after the buffer has been created
//
//===========================================================================
bool FTexture::ProcessData(unsigned char* buffer, int w, int h, bool ispatch)
{
if (Masked)
{
Masked = SmoothEdges(buffer, w, h);
if (Masked && !ispatch) FindHoles(buffer, w, h);
}
return true;
}
//===========================================================================
//
// Initializes the buffer for the texture data
//
//===========================================================================
void V_ApplyLuminosityTranslation(int translation, uint8_t *buffer, int size);
FTextureBuffer FTexture::CreateTexBuffer(int translation, int flags)
{
FTextureBuffer result;
if (flags & CTF_Indexed)
{
// Indexed textures will never be translated and never be scaled.
int w = GetWidth(), h = GetHeight();
auto store = Get8BitPixels(false);
const uint8_t* p = store.Data();
result.mBuffer = new uint8_t[w * h];
result.mWidth = w;
result.mHeight = h;
result.mContentId = 0;
ImageHelpers::FlipNonSquareBlock(result.mBuffer, p, h, w, h);
}
else
{
unsigned char* buffer = nullptr;
int W, H;
int isTransparent = -1;
bool checkonly = !!(flags & CTF_CheckOnly);
int exx = !!(flags & CTF_Expand);
W = GetWidth() + 2 * exx;
H = GetHeight() + 2 * exx;
if (!checkonly)
{
buffer = new unsigned char[W * (H + 1) * 4];
memset(buffer, 0, W * (H + 1) * 4);
auto remap = translation <= 0 || IsLuminosityTranslation(translation) ? nullptr : GPalette.TranslationToTable(translation);
if (remap && remap->Inactive) remap = nullptr;
if (remap) translation = remap->Index;
FBitmap bmp(buffer, W * 4, W, H);
int trans;
auto Pixels = GetBgraBitmap(remap ? remap->Palette : nullptr, &trans);
bmp.Blit(exx, exx, Pixels);
if (IsLuminosityTranslation(translation))
{
V_ApplyLuminosityTranslation(translation, buffer, W * H);
}
if (remap == nullptr)
{
CheckTrans(buffer, W * H, trans);
isTransparent = bTranslucent;
}
else
{
isTransparent = 0;
// A translated image is not conclusive for setting the texture's transparency info.
}
}
if (GetImage())
{
FContentIdBuilder builder;
builder.id = 0;
builder.imageID = GetImage()->GetId();
builder.translation = 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 (flags & CTF_Upscale) CreateUpsampledTextureBuffer(result, !!isTransparent, checkonly);
if (!checkonly) ProcessData(result.mBuffer, result.mWidth, result.mHeight, false);
}
}
return result;
}
//===========================================================================
//
// Dummy texture for the 0-entry.
//
//===========================================================================
bool FTexture::DetermineTranslucency()
{
// This will calculate all we need, so just discard the result.
CreateTexBuffer(0);
return !!bTranslucent;
}
//===========================================================================
//
// the default just returns an empty texture.
//
//===========================================================================
TArray<uint8_t> FTexture::Get8BitPixels(bool alphatex)
{
TArray<uint8_t> Pixels(Width * Height, true);
memset(Pixels.Data(), 0, Width * Height);
return Pixels;
}
//===========================================================================
//
// Finds empty space around the texture.
// Used for sprites that got placed into a huge empty frame.
//
//===========================================================================
bool FTexture::TrimBorders(uint16_t* rect)
{
auto texbuffer = CreateTexBuffer(0);
int w = texbuffer.mWidth;
int h = texbuffer.mHeight;
auto Buffer = texbuffer.mBuffer;
if (texbuffer.mBuffer == nullptr)
{
return false;
}
if (w != Width || h != Height)
{
// external Hires replacements cannot be trimmed.
return false;
}
int size = w * h;
if (size == 1)
{
// nothing to be done here.
rect[0] = 0;
rect[1] = 0;
rect[2] = 1;
rect[3] = 1;
return true;
}
int first, last;
for (first = 0; first < size; first++)
{
if (Buffer[first * 4 + 3] != 0) break;
}
if (first >= size)
{
// completely empty
rect[0] = 0;
rect[1] = 0;
rect[2] = 1;
rect[3] = 1;
return true;
}
for (last = size - 1; last >= first; last--)
{
if (Buffer[last * 4 + 3] != 0) break;
}
rect[1] = first / w;
rect[3] = 1 + last / w - rect[1];
rect[0] = 0;
rect[2] = w;
unsigned char* bufferoff = Buffer + (rect[1] * w * 4);
h = rect[3];
for (int x = 0; x < w; x++)
{
for (int y = 0; y < h; y++)
{
if (bufferoff[(x + y * w) * 4 + 3] != 0) goto outl;
}
rect[0]++;
}
outl:
rect[2] -= rect[0];
for (int x = w - 1; rect[2] > 1; x--)
{
for (int y = 0; y < h; y++)
{
if (bufferoff[(x + y * w) * 4 + 3] != 0)
{
return true;
}
}
rect[2]--;
}
return true;
}
//===========================================================================
//
// Create a hardware texture for this texture image.
//
//===========================================================================
IHardwareTexture* FTexture::GetHardwareTexture(int translation, int scaleflags)
{
int indexed = scaleflags & CTF_Indexed;
if (indexed) translation = -1;
IHardwareTexture* hwtex = SystemTextures.GetHardwareTexture(translation, scaleflags);
if (hwtex == nullptr)
{
hwtex = screen->CreateHardwareTexture(indexed? 1 : 4);
SystemTextures.AddHardwareTexture(translation, scaleflags, hwtex);
}
return hwtex;
}
//==========================================================================
//
// this must be copied back to textures.cpp later.
//
//==========================================================================
FWrapperTexture::FWrapperTexture(int w, int h, int bits)
{
Width = w;
Height = h;
Format = bits;
//bNoCompress = true;
auto hwtex = screen->CreateHardwareTexture(4);
// todo: Initialize here.
SystemTextures.AddHardwareTexture(0, false, hwtex);
}