/* ** 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" // Wrappers to keep the definitions of these classes out of here. void DeleteMaterial(FMaterial* mat) {} void DeleteSoftwareTexture(FSoftwareTexture* swtex) {} IHardwareTexture* CreateHardwareTexture(); FTexture* CreateBrightmapTexture(FImageSource*); // Make sprite offset adjustment user-configurable per renderer. int r_spriteadjustSW, r_spriteadjustHW; //========================================================================== // // // //========================================================================== // Examines the lump contents to decide what type of texture to create, // and creates the texture. FTexture* FTexture::CreateTexture(const char* name, int lumpnum, ETextureType usetype) { if (lumpnum == -1) return nullptr; auto image = FImageSource::GetImage(lumpnum, usetype == ETextureType::Flat); if (image != nullptr) { FTexture* tex = new FImageTexture(image); if (tex != nullptr) { tex->UseType = usetype; if (usetype == ETextureType::Flat) { int w = tex->GetTexelWidth(); int h = tex->GetTexelHeight(); // Auto-scale flats with dimensions 128x128 and 256x256. // In hindsight, a bad idea, but RandomLag made it sound better than it really is. // Now we're stuck with this stupid behaviour. if (w == 128 && h == 128) { tex->Scale.X = tex->Scale.Y = 2; tex->bWorldPanning = true; } else if (w == 256 && h == 256) { tex->Scale.X = tex->Scale.Y = 4; tex->bWorldPanning = true; } } tex->Name = name; tex->Name.ToUpper(); return tex; } } return nullptr; } //========================================================================== // // // //========================================================================== FTexture::FTexture(const char* name, int lumpnum) : Scale(1, 1), SourceLump(lumpnum), UseType(ETextureType::Any), bNoDecals(false), bNoRemap0(false), bWorldPanning(false), bMasked(true), bAlphaTexture(false), bHasCanvas(false), bWarped(0), bComplex(false), bMultiPatch(false), bFullNameTexture(false), Rotations(0xFFFF), SkyOffset(0), Width(0), Height(0) { bBrightmapChecked = false; bGlowing = false; bAutoGlowing = false; bFullbright = false; bDisableFullbright = false; bSkybox = false; bNoCompress = false; bNoExpand = false; bTranslucent = -1; _LeftOffset[0] = _LeftOffset[1] = _TopOffset[0] = _TopOffset[1] = 0; id.SetInvalid(); if (name != NULL) { Name = name; Name.ToUpper(); } else if (lumpnum < 0) { Name = FString(); } else { fileSystem.GetFileShortName(Name, lumpnum); } } FTexture::~FTexture() { FTexture* link = fileSystem.GetLinkedTexture(SourceLump); if (link == this) fileSystem.SetLinkedTexture(SourceLump, nullptr); if (areas != nullptr) delete[] areas; areas = nullptr; for (int i = 0; i < 2; i++) { if (Material[i] != nullptr) DeleteMaterial(Material[i]); Material[i] = nullptr; } if (SoftwareTexture != nullptr) { DeleteSoftwareTexture(SoftwareTexture); SoftwareTexture = nullptr; } } //=========================================================================== // // 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; } //========================================================================== // // // //========================================================================== FTexture* FTexture::GetRawTexture() { if (OffsetLess) return OffsetLess; // Reject anything that cannot have been a single-patch multipatch texture in vanilla. auto image = static_cast(GetImage()); if (bMultiPatch != 1 || UseType != ETextureType::Wall || Scale.X != 1 || Scale.Y != 1 || bWorldPanning || image == nullptr || image->NumParts != 1 || _TopOffset[0] == 0) { OffsetLess = this; return this; } // Set up a new texture that directly references the underlying patch. // From here we cannot retrieve the original texture made for it, so just create a new one. FImageSource* source = image->Parts[0].Image; // Size must match for this to work as intended if (source->GetWidth() != Width || source->GetHeight() != Height) { OffsetLess = this; return this; } OffsetLess = new FImageTexture(source, ""); TexMan.AddTexture(OffsetLess); return OffsetLess; } void FTexture::SetDisplaySize(int fitwidth, int fitheight) { Scale.X = double(Width) / fitwidth; Scale.Y = double(Height) / fitheight; // compensate for roundoff errors if (int(Scale.X * fitwidth) != Width) Scale.X += (1 / 65536.); if (int(Scale.Y * fitheight) != Height) Scale.Y += (1 / 65536.); } //=========================================================================== // // Gets the average color of a texture for use as a sky cap color // //=========================================================================== PalEntry FTexture::averageColor(const uint32_t* data, int size, int maxout) { int i; unsigned int r, g, b; // First clear them. r = g = b = 0; if (size == 0) { return PalEntry(255, 255, 255); } for (i = 0; i < size; i++) { b += BPART(data[i]); g += GPART(data[i]); r += RPART(data[i]); } r = r / size; g = g / size; b = b / size; int maxv = MAX(MAX(r, g), b); if (maxv && maxout) { r = ::Scale(r, maxout, maxv); g = ::Scale(g, maxout, maxv); b = ::Scale(b, maxout, maxv); } return PalEntry(255, r, g, b); } PalEntry FTexture::GetSkyCapColor(bool bottom) { if (!bSWSkyColorDone) { bSWSkyColorDone = true; FBitmap bitmap = GetBgraBitmap(nullptr); int w = bitmap.GetWidth(); int h = bitmap.GetHeight(); const uint32_t* buffer = (const uint32_t*)bitmap.GetPixels(); if (buffer) { CeilingSkyColor = averageColor((uint32_t*)buffer, w * MIN(30, h), 0); if (h > 30) { FloorSkyColor = averageColor(((uint32_t*)buffer) + (h - 30) * w, w * 30, 0); } else FloorSkyColor = CeilingSkyColor; } } return bottom ? FloorSkyColor : CeilingSkyColor; } //==================================================================== // // 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 = GetTexelHeight() - 1; h >= 0; h--) { for (int w = 0; w < GetTexelWidth(); w++) { if (pixels[h + w * GetTexelHeight()] != 0) { // Scale maxy before returning it h = int((h * 2) / Scale.Y); h = (h >> 1) + (h & 1); return h; } } } return 0; } //========================================================================== // // Search auto paths for extra material textures // //========================================================================== void FTexture::AddAutoMaterials() { struct AutoTextureSearchPath { const char* path; FTexture* FTexture::* pointer; }; static AutoTextureSearchPath autosearchpaths[] = { { "brightmaps/", &FTexture::Brightmap }, // For backwards compatibility, only for short names { "materials/brightmaps/", &FTexture::Brightmap }, { "materials/normalmaps/", &FTexture::Normal }, { "materials/specular/", &FTexture::Specular }, { "materials/metallic/", &FTexture::Metallic }, { "materials/roughness/", &FTexture::Roughness }, { "materials/ao/", &FTexture::AmbientOcclusion } }; int startindex = bFullNameTexture ? 1 : 0; FString searchname = Name; if (bFullNameTexture) { auto dot = searchname.LastIndexOf('.'); auto slash = searchname.LastIndexOf('/'); if (dot > slash) searchname.Truncate(dot); } for (size_t i = 0; i < countof(autosearchpaths); i++) { auto& layer = autosearchpaths[i]; if (this->*(layer.pointer) == nullptr) // only if no explicit assignment had been done. { FStringf lookup("%s%s%s", layer.path, bFullNameTexture ? "" : "auto/", searchname.GetChars()); auto lump = fileSystem.CheckNumForFullName(lookup, false, ns_global, true); if (lump != -1) { auto bmtex = TexMan.FindTexture(fileSystem.GetFileFullName(lump), ETextureType::Any, FTextureManager::TEXMAN_TryAny); if (bmtex != nullptr) { bmtex->bMasked = false; this->*(layer.pointer) = bmtex; } } } } } //=========================================================================== // // Checks if the texture has a default brightmap and creates it if so // //=========================================================================== void FTexture::CreateDefaultBrightmap() { if (!bBrightmapChecked) { // Check for brightmaps if (GetImage() && GetImage()->UseGamePalette() && GPalette.HasGlobalBrightmap && UseType != ETextureType::Decal && UseType != ETextureType::MiscPatch && UseType != ETextureType::FontChar && Brightmap == NULL && bWarped == 0) { // May have one - let's check when we use this texture auto texbuf = Get8BitPixels(false); const int white = ColorMatcher.Pick(255, 255, 255); int size = GetTexelWidth() * GetTexelHeight(); for (int i = 0; i < size; i++) { if (GPalette.GlobalBrightmap.Remap[texbuf[i]] == white) { // Create a brightmap DPrintf(DMSG_NOTIFY, "brightmap created for texture '%s'\n", Name.GetChars()); Brightmap = CreateBrightmapTexture(static_cast(this)->GetImage()); bBrightmapChecked = true; TexMan.AddTexture(Brightmap); return; } } // No bright pixels found DPrintf(DMSG_SPAMMY, "No bright pixels found in texture '%s'\n", Name.GetChars()); bBrightmapChecked = true; } else { // does not have one so set the flag to 'done' bBrightmapChecked = true; } } } //========================================================================== // // Calculates glow color for a texture // //========================================================================== void FTexture::GetGlowColor(float* data) { if (bGlowing && GlowColor == 0) { auto buffer = GetBgraBitmap(nullptr); GlowColor = averageColor((uint32_t*)buffer.GetPixels(), buffer.GetWidth() * buffer.GetHeight(), 153); // Black glow equals nothing so switch glowing off if (GlowColor == 0) bGlowing = false; } data[0] = GlowColor.r / 255.0f; data[1] = GlowColor.g / 255.0f; data[2] = GlowColor.b / 255.0f; } //=========================================================================== // // 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; if (UseType == ETextureType::Flat) return false; // flats don't have transparent parts areacount = -1; //whatever happens next, it shouldn't be done twice! // large textures are excluded for performance reasons if (h > 512) 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 = new FloatRect[gapc]; 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 (bMasked) { bMasked = SmoothEdges(buffer, w, h); if (bMasked && !ispatch) FindHoles(buffer, w, h); } return true; } //=========================================================================== // // Initializes the buffer for the texture data // //=========================================================================== FTextureBuffer FTexture::CreateTexBuffer(int translation, int flags) { FTextureBuffer result; unsigned char* buffer = nullptr; int W, H; int isTransparent = -1; bool checkonly = !!(flags & CTF_CheckOnly); int exx = !!(flags & CTF_Expand); W = GetTexelWidth() + 2 * exx; H = GetTexelHeight() + 2 * exx; if (!checkonly) { buffer = new unsigned char[W * (H + 1) * 4]; memset(buffer, 0, W * (H + 1) * 4); auto remap = translation <= 0 ? nullptr : GPalette.TranslationToTable(translation); FBitmap bmp(buffer, W * 4, W, H); int trans; auto Pixels = GetBgraBitmap(remap ? remap->Palette : nullptr, &trans); bmp.Blit(exx, exx, Pixels); 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) { #pragma message("Activate me") #if 0 CreateUpsampledTextureBuffer(result, !!isTransparent, checkonly); #endif if (!checkonly) ProcessData(result.mBuffer, result.mWidth, result.mHeight, false); } return result; } //=========================================================================== // // Dummy texture for the 0-entry. // //=========================================================================== bool FTexture::DetermineTranslucency() { if (!bHasCanvas) { // This will calculate all we need, so just discard the result. CreateTexBuffer(0); } else { bTranslucent = 0; } return !!bTranslucent; } //=========================================================================== // // the default just returns an empty texture. // //=========================================================================== TArray FTexture::Get8BitPixels(bool alphatex) { TArray Pixels(Width * Height, true); memset(Pixels.Data(), 0, Width * Height); return Pixels; } //=========================================================================== // // Coordinate helper. // The only reason this is even needed is that many years ago someone // was convinced that having per-texel panning on walls was a good idea. // If it wasn't for this relatively useless feature the entire positioning // code for wall textures could be a lot simpler. // //=========================================================================== //=========================================================================== // // // //=========================================================================== float FTexCoordInfo::RowOffset(float rowoffset) const { float scale = fabs(mScale.Y); if (scale == 1.f || mWorldPanning) return rowoffset; else return rowoffset / scale; } //=========================================================================== // // // //=========================================================================== float FTexCoordInfo::TextureOffset(float textureoffset) const { float scale = fabs(mScale.X); if (scale == 1.f || mWorldPanning) return textureoffset; else return textureoffset / scale; } //=========================================================================== // // Returns the size for which texture offset coordinates are used. // //=========================================================================== float FTexCoordInfo::TextureAdjustWidth() const { if (mWorldPanning) { float tscale = fabs(mTempScale.X); if (tscale == 1.f) return (float)mRenderWidth; else return mWidth / fabs(tscale); } else return (float)mWidth; } //=========================================================================== // // Retrieve texture coordinate info for per-wall scaling // //=========================================================================== void FTexCoordInfo::GetFromTexture(FTexture* tex, float x, float y, bool forceworldpanning) { if (x == 1.f) { mRenderWidth = tex->GetScaledWidth(); mScale.X = (float)tex->Scale.X; mTempScale.X = 1.f; } else { float scale_x = x * (float)tex->Scale.X; mRenderWidth = xs_CeilToInt(tex->GetTexelWidth() / scale_x); mScale.X = scale_x; mTempScale.X = x; } if (y == 1.f) { mRenderHeight = tex->GetScaledHeight(); mScale.Y = (float)tex->Scale.Y; mTempScale.Y = 1.f; } else { float scale_y = y * (float)tex->Scale.Y; mRenderHeight = xs_CeilToInt(tex->GetTexelHeight() / scale_y); mScale.Y = scale_y; mTempScale.Y = y; } if (tex->bHasCanvas) { mScale.Y = -mScale.Y; mRenderHeight = -mRenderHeight; } mWorldPanning = tex->bWorldPanning || forceworldpanning; mWidth = tex->GetTexelWidth(); } //========================================================================== // // this must be copied back to textures.cpp later. // //========================================================================== FWrapperTexture::FWrapperTexture(int w, int h, int bits) { Width = w; Height = h; Format = bits; UseType = ETextureType::SWCanvas; bNoCompress = true; auto hwtex = CreateHardwareTexture(); // todo: Initialize here. SystemTextures.AddHardwareTexture(0, false, hwtex); } //=========================================================================== // // Initializes the buffer for the texture data // //=========================================================================== FTextureBuffer FTexture::CreateTexBuffer(const PalEntry* remap, int flags) { FTextureBuffer result; unsigned char* buffer = nullptr; int W, H; int isTransparent = -1; bool checkonly = !!(flags & CTF_CheckOnly); W = GetTexelWidth(); H = GetTexelHeight(); if (!checkonly) { buffer = new unsigned char[W * (H + 1) * 4]; memset(buffer, 0, W * (H + 1) * 4); FBitmap bmp(buffer, W * 4, W, H); int trans = -1; auto Pixels = GetBgraBitmap(remap, &trans); bmp.Blit(0, 0, Pixels); 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. } } 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 (flags & CTF_ProcessData) { if (!checkonly) ProcessData(result.mBuffer, result.mWidth, result.mHeight, false); } return result; }