raze/source/core/textures/textures.h

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/*
** textures.h
**
**---------------------------------------------------------------------------
** Copyright 2005-2016 Randy Heit
** Copyright 2005-2019 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
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#include "compat.h"
#include "textureid.h"
#include "zstring.h"
#include "tarray.h"
#include "palentry.h"
class FImageSource;
class FTexture;
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class FHardwareTexture;
// picanm[].sf:
// |bit(1<<7)
// |animtype|animtype|texhitscan|nofullbright|speed|speed|speed|speed|
enum AnimFlags
{
PICANM_ANIMTYPE_NONE = 0,
PICANM_ANIMTYPE_OSC = (1 << 6),
PICANM_ANIMTYPE_FWD = (2 << 6),
PICANM_ANIMTYPE_BACK = (3 << 6),
PICANM_ANIMTYPE_SHIFT = 6,
PICANM_ANIMTYPE_MASK = (3 << 6), // must be 192
PICANM_MISC_MASK = (3 << 4),
PICANM_TEXHITSCAN_BIT = (2 << 4),
PICANM_NOFULLBRIGHT_BIT = (1 << 4),
PICANM_ANIMSPEED_MASK = 15, // must be 15
};
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.
};
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enum
{
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MAXTILES = 30720,
MAXUSERTILES = (MAXTILES-16) // reserve 16 tiles at the end
};
// NOTE: If the layout of this struct is changed, loadpics() must be modified
// accordingly.
struct picanm_t
{
uint8_t num; // animate number
uint8_t sf; // anim. speed and flags
uint8_t extra;
void Clear()
{
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extra = sf = num = 0;
}
};
struct rottile_t
{
int16_t newtile;
int16_t owner;
};
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;
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picanm_t tileConvertAnimFormat(int32_t const picanmdisk, int *lo, int *to);
class FNullTextureID : public FTextureID
{
public:
FNullTextureID() : FTextureID(0) {}
};
class FGLRenderState;
class FSerializer;
namespace OpenGLRenderer
{
class FGLRenderState;
}
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;
FTextureBuffer() = default;
~FTextureBuffer()
{
if (mBuffer) delete[] mBuffer;
}
FTextureBuffer(const FTextureBuffer &other) = delete;
FTextureBuffer(FTextureBuffer &&other)
{
mBuffer = other.mBuffer;
mWidth = other.mWidth;
mHeight = other.mHeight;
other.mBuffer = nullptr;
}
FTextureBuffer& operator=(FTextureBuffer &&other)
{
mBuffer = other.mBuffer;
mWidth = other.mWidth;
mHeight = other.mHeight;
other.mBuffer = nullptr;
return *this;
}
};
// Base texture class
class FTexture
{
friend struct BuildTiles;
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friend bool tileLoad(int tileNum);
friend const uint8_t* tilePtr(int num);
public:
enum UseType : uint8_t
{
Image, // anything that is not a regular tile.
Art, // from an ART file, readonly
Writable, // A writable texture
Restorable, // a writable copy of something else
Canvas, // camera texture
User // A texture with user-provided image content
};
static FTexture *CreateTexture(const char *name);
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 uint8_t* GetWritableBuffer() { return nullptr; } // For dynamic tiles. Requesting this must also invalidate the texture.
virtual FBitmap GetBgraBitmap(const 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() const { return Size.x; }
int GetHeight() const { return Size.y; }
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int GetTexelWidth() const { return Size.x; }
int GetTexelHeight() const { return Size.y; }
int GetDisplayWidth() const { return Size.x; }
int GetDisplayHeight() const { return Size.y; }
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const vec2_16_t &GetSize() const { return Size; }
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int GetLeftOffset() const { return leftoffset; }
int GetTopOffset() const { return topoffset; }
int GetDisplayLeftOffset() const { return leftoffset; }
int GetDisplayTopOffset() const { return topoffset; }
void SetOffsets(int x, int y) { leftoffset = x; topoffset = y; }
picanm_t& GetAnim() { return PicAnim; } // This must be modifiable. There's quite a bit of code messing around with the flags in here.
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rottile_t& GetRotTile() { return RotTile; }
FTextureBuffer CreateTexBuffer(const PalEntry *palette, 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);
virtual void Reload() {}
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UseType GetUseType() const { return useType; }
void DeleteHardwareTextures();
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void SetHardwareTexture(int palid, FHardwareTexture* htex)
{
HardwareTextures.Insert(palid, htex);
}
FHardwareTexture** GetHardwareTexture(int palid)
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{
return HardwareTextures.CheckKey(palid);
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}
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int alphaThreshold = 128;
picanm_t PicAnim = {};
FixedBitArray<256> NoBrightmapFlag{ 0 };
protected:
void CopySize(FTexture *BaseTexture)
{
Size.x = BaseTexture->GetWidth();
Size.y = BaseTexture->GetHeight();
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leftoffset = BaseTexture->leftoffset;
topoffset = BaseTexture->topoffset;
}
void SetSize(int w, int h)
{
Size = { int16_t(w), int16_t(h) };
}
FString Name;
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union
{
vec2_16_t Size = { 0,0 }; // Keep this in the native format so that we can use it without copying it around.
struct { uint16_t Width, Height; };
};
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int leftoffset = 0, topoffset = 0;
rottile_t RotTile = { -1,-1 };
uint8_t bMasked = true; // Texture (might) have holes
int8_t bTranslucent = -1; // Does this texture have an active alpha channel?
bool skyColorDone = false;
UseType useType = Image;
PalEntry FloorSkyColor;
PalEntry CeilingSkyColor;
TArray<uint8_t> CachedPixels;
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// Don't waste too much effort on efficient storage here. Polymost performs so many calculations on a single draw call that the minor map lookup hardly matters.
TMap<int, FHardwareTexture*> HardwareTextures; // Note: These must be deleted by the backend. When the texture manager is taken down it may already be too late to delete them.
FTexture (const char *name = NULL);
friend struct BuildTiles;
};
class FCanvasTexture : public FTexture
{
public:
FCanvasTexture(const char* name, int width, int height)
{
Name = name;
Size.x = width;
Size.y = height;
bMasked = false;
bTranslucent = false;
//bNoExpand = true;
useType = FTexture::Canvas;
}
void NeedUpdate() { bNeedsUpdate = true; }
void SetUpdated(bool rendertype) { bNeedsUpdate = false; bFirstUpdate = false; bLastUpdateType = rendertype; }
protected:
bool bLastUpdateType = false;
bool bNeedsUpdate = true;
public:
bool bFirstUpdate = true;
friend struct FCanvasTextureInfo;
};
#endif