mirror of
https://github.com/ZDoom/Raze.git
synced 2024-12-11 13:21:49 +00:00
0bab333f36
Right now it creates a special type of luminance translation that can operate on a true color bitmap.
175 lines
4.1 KiB
C++
175 lines
4.1 KiB
C++
#pragma once
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#include "tarray.h"
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#include "hw_ihwtexture.h"
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#include "palettecontainer.h"
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struct FTextureBuffer;
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class IHardwareTexture;
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enum ECreateTexBufferFlags
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{
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CTF_Expand = 1, // create buffer with a one-pixel wide border
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CTF_Upscale = 2, // Upscale the texture
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CTF_CreateMask = 3, // Flags that are relevant for hardware texture creation.
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CTF_Indexed = 4, // Tell the backend to create an indexed texture.
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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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CTF_ProcessData = 16, // run postprocessing on the generated buffer. This is only needed when using the data for a hardware texture.
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};
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class FHardwareTextureContainer
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{
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public:
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enum
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{
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MAX_TEXTURES = 16
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};
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private:
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struct TranslatedTexture
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{
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IHardwareTexture *hwTexture = nullptr;
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int translation = 0;
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bool precacheMarker; // This is used to check whether a texture has been hit by the precacher, so that the cleanup code can delete the unneeded ones.
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void Delete()
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{
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if (hwTexture) delete hwTexture;
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hwTexture = nullptr;
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}
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~TranslatedTexture()
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{
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Delete();
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}
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void MarkForPrecache(bool on)
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{
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precacheMarker = on;
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}
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bool isMarkedForPreache() const
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{
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return precacheMarker;
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}
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};
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private:
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TranslatedTexture hwDefTex[4];
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TArray<TranslatedTexture> hwTex_Translated;
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TranslatedTexture * GetTexID(int translation, int scaleflags)
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{
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// Allow negative indices to pass through unchanged.
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// This is needed for allowing the client to allocate slots that aren't matched to a palette, e.g. Build's indexed variants.
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if (translation >= 0)
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{
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if (!IsLuminosityTranslation(translation))
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{
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auto remap = GPalette.TranslationToTable(translation);
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translation = remap == nullptr ? 0 : remap->Index;
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}
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else
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{
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// only needs to preserve the color range plus an identifier for marking this a luminosity translation.
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translation = ((translation >> 16) & 0x3fff) | 0xff0000;
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}
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}
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else translation &= ~0x7fffffff;
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if (translation == 0 && !(scaleflags & CTF_Upscale))
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{
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return &hwDefTex[scaleflags];
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}
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translation |= (scaleflags << 24);
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// normally there aren't more than very few different
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// translations here so this isn't performance critical.
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unsigned index = hwTex_Translated.FindEx([=](auto &element)
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{
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return element.translation == translation;
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});
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if (index < hwTex_Translated.Size())
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{
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return &hwTex_Translated[index];
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}
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int add = hwTex_Translated.Reserve(1);
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auto item = &hwTex_Translated[add];
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item->translation = translation;
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return item;
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}
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public:
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void Clean()
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{
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hwDefTex[0].Delete();
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hwDefTex[1].Delete();
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hwTex_Translated.Clear();
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}
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IHardwareTexture * GetHardwareTexture(int translation, int scaleflags)
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{
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auto tt = GetTexID(translation, scaleflags);
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return tt->hwTexture;
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}
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void AddHardwareTexture(int translation, int scaleflags, IHardwareTexture *tex)
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{
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auto tt = GetTexID(translation, scaleflags);
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tt->Delete();
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tt->hwTexture =tex;
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}
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//===========================================================================
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//
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// Deletes all allocated resources and considers translations
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//
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//===========================================================================
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void CleanUnused()
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{
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for (auto& tt : hwDefTex)
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{
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if (!tt.isMarkedForPreache()) tt.Delete();
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}
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for (int i = hwTex_Translated.Size()-1; i>= 0; i--)
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{
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auto& tt = hwTex_Translated[i];
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if (!tt.isMarkedForPreache())
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{
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hwTex_Translated.Delete(i);
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}
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}
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}
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void UnmarkAll()
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{
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for (auto& tt : hwDefTex)
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{
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if (!tt.isMarkedForPreache()) tt.MarkForPrecache(false);
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}
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for (auto& tt : hwTex_Translated)
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{
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if (!tt.isMarkedForPreache()) tt.MarkForPrecache(false);
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}
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}
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void MarkForPrecache(int translation, int scaleflags)
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{
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auto tt = GetTexID(translation, scaleflags);
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tt->MarkForPrecache(true);
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}
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template<class T>
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void Iterate(T callback)
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{
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for (auto & t : hwDefTex) if (t.hwTexture) callback(t.hwTexture);
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for (auto & t : hwTex_Translated) if (t.hwTexture) callback(t.hwTexture);
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}
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};
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