mirror of
https://github.com/ZDoom/Raze.git
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49e0c461c2
This is mainly bringing the GLES backend up to date.
381 lines
8.4 KiB
C++
381 lines
8.4 KiB
C++
/*
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** textures.h
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**
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**---------------------------------------------------------------------------
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** Copyright 2005-2016 Randy Heit
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** Copyright 2005-2019 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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#ifndef __TEXTURES_H
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#define __TEXTURES_H
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#include "basics.h"
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#include "vectors.h"
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#include "colormatcher.h"
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#include "renderstyle.h"
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#include "textureid.h"
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#include <vector>
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#include "hw_texcontainer.h"
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#include "floatrect.h"
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#include "refcounted.h"
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typedef TMap<int, bool> SpriteHits;
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class FImageSource;
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class FGameTexture;
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class IHardwareTexture;
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enum
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{
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CLAMP_NONE = 0,
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CLAMP_X,
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CLAMP_Y,
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CLAMP_XY,
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CLAMP_XY_NOMIP,
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CLAMP_NOFILTER,
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CLAMP_NOFILTER_X,
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CLAMP_NOFILTER_Y,
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CLAMP_NOFILTER_XY,
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CLAMP_CAMTEX,
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NUMSAMPLERS
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};
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enum MaterialShaderIndex
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{
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SHADER_Default,
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SHADER_Warp1,
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SHADER_Warp2,
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SHADER_Specular,
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SHADER_PBR,
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SHADER_Paletted,
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SHADER_NoTexture,
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SHADER_BasicFuzz,
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SHADER_SmoothFuzz,
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SHADER_SwirlyFuzz,
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SHADER_TranslucentFuzz,
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SHADER_JaggedFuzz,
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SHADER_NoiseFuzz,
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SHADER_SmoothNoiseFuzz,
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SHADER_SoftwareFuzz,
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FIRST_USER_SHADER
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};
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enum texflags
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{
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// These get Or'ed into uTextureMode because it only uses its 3 lowermost bits.
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TEXF_Brightmap = 0x10000,
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TEXF_Detailmap = 0x20000,
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TEXF_Glowmap = 0x40000,
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TEXF_ClampY = 0x80000,
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};
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enum
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{
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SFlag_Brightmap = 1,
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SFlag_Detailmap = 2,
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SFlag_Glowmap = 4,
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};
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struct UserShaderDesc
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{
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FString shader;
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MaterialShaderIndex shaderType;
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FString defines;
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bool disablealphatest = false;
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uint8_t shaderFlags = 0;
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};
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extern TArray<UserShaderDesc> usershaders;
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class FBitmap;
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struct FRemapTable;
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struct FCopyInfo;
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class FScanner;
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// Texture IDs
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class FTextureManager;
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class FTerrainTypeArray;
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class IHardwareTexture;
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class FMaterial;
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class FMultipatchTextureBuilder;
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extern int r_spriteadjustSW, r_spriteadjustHW;
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enum FTextureFormat : uint32_t
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{
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TEX_Pal,
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TEX_Gray,
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TEX_RGB, // Actually ARGB
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TEX_Count
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};
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class ISoftwareTexture
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{
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public:
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virtual ~ISoftwareTexture() = default;
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};
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class FGLRenderState;
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struct spriteframewithrotate;
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class FSerializer;
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namespace OpenGLRenderer
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{
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class FGLRenderState;
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class FHardwareTexture;
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}
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union FContentIdBuilder
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{
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uint64_t id;
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struct
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{
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unsigned imageID : 24;
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unsigned translation : 16;
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unsigned expand : 1;
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unsigned scaler : 4;
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unsigned scalefactor : 4;
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};
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};
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struct FTextureBuffer
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{
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uint8_t *mBuffer = nullptr;
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int mWidth = 0;
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int mHeight = 0;
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uint64_t mContentId = 0; // unique content identifier. (Two images created from the same image source with the same settings will return the same value.)
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FTextureBuffer() = default;
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~FTextureBuffer()
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{
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if (mBuffer) delete[] mBuffer;
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}
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FTextureBuffer(const FTextureBuffer &other) = delete;
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FTextureBuffer(FTextureBuffer &&other)
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{
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mBuffer = other.mBuffer;
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mWidth = other.mWidth;
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mHeight = other.mHeight;
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mContentId = other.mContentId;
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other.mBuffer = nullptr;
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}
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FTextureBuffer& operator=(FTextureBuffer &&other)
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{
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mBuffer = other.mBuffer;
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mWidth = other.mWidth;
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mHeight = other.mHeight;
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mContentId = other.mContentId;
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other.mBuffer = nullptr;
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return *this;
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}
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};
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// Base texture class
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class FTexture : public RefCountedBase
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{
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friend class FGameTexture; // only for the porting work
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public:
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FHardwareTextureContainer SystemTextures;
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protected:
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FloatRect* areas = nullptr;
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int SourceLump;
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uint16_t Width = 0, Height = 0;
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bool Masked = false; // Texture (might) have holes
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bool bHasCanvas = false;
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int8_t bTranslucent = -1;
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int8_t areacount = 0; // this is capped at 4 sections.
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public:
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IHardwareTexture* GetHardwareTexture(int translation, int scaleflags);
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virtual FImageSource *GetImage() const { return nullptr; }
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void CreateUpsampledTextureBuffer(FTextureBuffer &texbuffer, bool hasAlpha, bool checkonly);
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void CleanHardwareTextures()
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{
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SystemTextures.Clean();
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}
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void CleanPrecacheMarker()
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{
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SystemTextures.UnmarkAll();
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}
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void MarkForPrecache(int translation, int scaleflags)
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{
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SystemTextures.MarkForPrecache(translation, scaleflags);
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}
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void CleanUnused()
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{
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SystemTextures.CleanUnused();
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}
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int GetWidth() { return Width; }
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int GetHeight() { return Height; }
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bool isHardwareCanvas() const { return bHasCanvas; } // There's two here so that this can deal with software canvases in the hardware renderer later.
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bool isCanvas() const { return bHasCanvas; }
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int GetSourceLump() { return SourceLump; } // needed by the scripted GetName method.
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void SetSourceLump(int sl) { SourceLump = sl; }
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bool FindHoles(const unsigned char * buffer, int w, int h);
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void CopySize(FTexture* BaseTexture)
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{
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Width = BaseTexture->GetWidth();
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Height = BaseTexture->GetHeight();
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}
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// This is only used for the null texture and for Heretic's skies.
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void SetSize(int w, int h)
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{
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Width = w;
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Height = h;
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}
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bool TrimBorders(uint16_t* rect);
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int GetAreas(FloatRect** pAreas) const;
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// Returns the whole texture, stored in column-major order
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virtual TArray<uint8_t> Get8BitPixels(bool alphatex);
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virtual FBitmap GetBgraBitmap(const PalEntry *remap, int *trans = nullptr);
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static bool SmoothEdges(unsigned char * buffer,int w, int h);
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virtual void ResolvePatches() {}
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FTexture (int lumpnum = -1);
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public:
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FTextureBuffer CreateTexBuffer(int translation, int flags = 0);
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virtual bool DetermineTranslucency();
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bool GetTranslucency()
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{
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return bTranslucent != -1 ? bTranslucent : DetermineTranslucency();
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}
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public:
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void CheckTrans(unsigned char * buffer, int size, int trans);
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bool ProcessData(unsigned char * buffer, int w, int h, bool ispatch);
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int CheckRealHeight();
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friend class FTextureManager;
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};
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// A texture that can be drawn to.
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class FCanvasTexture : public FTexture
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{
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public:
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FCanvasTexture(int width, int height)
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{
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Width = width;
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Height = height;
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bHasCanvas = true;
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aspectRatio = (float)width / height;
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}
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void NeedUpdate() { bNeedsUpdate = true; }
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void SetUpdated(bool rendertype) { bNeedsUpdate = false; bFirstUpdate = false; bLastUpdateType = rendertype; }
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protected:
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bool bLastUpdateType = false;
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bool bNeedsUpdate = true;
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public:
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bool bFirstUpdate = true;
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float aspectRatio;
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friend struct FCanvasTextureInfo;
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};
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// A wrapper around a hardware texture, to allow using it in the 2D drawing interface.
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class FWrapperTexture : public FTexture
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{
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int Format;
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public:
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FWrapperTexture(int w, int h, int bits = 1);
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IHardwareTexture *GetSystemTexture()
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{
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return SystemTextures.GetHardwareTexture(0, 0);
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}
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int GetColorFormat() const
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{
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return Format;
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}
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};
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class FImageTexture : public FTexture
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{
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FImageSource* mImage;
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bool bNoRemap0 = false;
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protected:
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void SetFromImage();
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public:
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FImageTexture(FImageSource* image) noexcept;
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~FImageTexture();
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TArray<uint8_t> Get8BitPixels(bool alphatex) override;
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void SetImage(FImageSource* img)
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{
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mImage = img;
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SetFromImage();
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}
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void SetNoRemap0() { bNoRemap0 = true; }
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FImageSource* GetImage() const override { return mImage; }
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FBitmap GetBgraBitmap(const PalEntry* p, int* trans) override;
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bool DetermineTranslucency() override;
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};
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#include "gametexture.h"
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#endif
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