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https://github.com/ZDoom/Raze.git
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925 lines
24 KiB
C++
925 lines
24 KiB
C++
/*
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** texture.cpp
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** The base texture class
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**
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**---------------------------------------------------------------------------
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** Copyright 2004-2007 Randy Heit
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** Copyright 2006-2018 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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*/
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#include "printf.h"
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#include "files.h"
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#include "filesystem.h"
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#include "templates.h"
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#include "textures.h"
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#include "bitmap.h"
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#include "colormatcher.h"
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#include "c_dispatch.h"
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#include "m_fixed.h"
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#include "imagehelpers.h"
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#include "image.h"
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#include "formats/multipatchtexture.h"
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#include "texturemanager.h"
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// Wrappers to keep the definitions of these classes out of here.
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void DeleteMaterial(FMaterial* mat) {}
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void DeleteSoftwareTexture(FSoftwareTexture* swtex) {}
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IHardwareTexture* CreateHardwareTexture();
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FTexture* CreateBrightmapTexture(FImageSource*);
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// Make sprite offset adjustment user-configurable per renderer.
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int r_spriteadjustSW, r_spriteadjustHW;
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//==========================================================================
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//
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//
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//
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//==========================================================================
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// Examines the lump contents to decide what type of texture to create,
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// and creates the texture.
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FTexture* FTexture::CreateTexture(const char* name, int lumpnum, ETextureType usetype)
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{
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if (lumpnum == -1) return nullptr;
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auto image = FImageSource::GetImage(lumpnum, usetype == ETextureType::Flat);
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if (image != nullptr)
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{
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FTexture* tex = new FImageTexture(image);
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if (tex != nullptr)
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{
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tex->UseType = usetype;
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if (usetype == ETextureType::Flat)
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{
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int w = tex->GetTexelWidth();
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int h = tex->GetTexelHeight();
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// Auto-scale flats with dimensions 128x128 and 256x256.
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// In hindsight, a bad idea, but RandomLag made it sound better than it really is.
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// Now we're stuck with this stupid behaviour.
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if (w == 128 && h == 128)
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{
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tex->Scale.X = tex->Scale.Y = 2;
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tex->bWorldPanning = true;
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}
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else if (w == 256 && h == 256)
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{
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tex->Scale.X = tex->Scale.Y = 4;
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tex->bWorldPanning = true;
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}
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}
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tex->Name = name;
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tex->Name.ToUpper();
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return tex;
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}
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}
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return nullptr;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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FTexture::FTexture(const char* name, int lumpnum)
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:
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Scale(1, 1), SourceLump(lumpnum),
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UseType(ETextureType::Any), bNoDecals(false), bNoRemap0(false), bWorldPanning(false),
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bMasked(true), bAlphaTexture(false), bHasCanvas(false), bWarped(0), bComplex(false), bMultiPatch(false), bFullNameTexture(false),
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Rotations(0xFFFF), SkyOffset(0), Width(0), Height(0)
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{
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bBrightmapChecked = false;
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bGlowing = false;
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bAutoGlowing = false;
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bFullbright = false;
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bDisableFullbright = false;
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bSkybox = false;
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bNoCompress = false;
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bNoExpand = false;
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bTranslucent = -1;
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_LeftOffset[0] = _LeftOffset[1] = _TopOffset[0] = _TopOffset[1] = 0;
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id.SetInvalid();
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if (name != NULL)
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{
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Name = name;
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Name.ToUpper();
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}
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else if (lumpnum < 0)
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{
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Name = FString();
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}
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else
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{
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fileSystem.GetFileShortName(Name, lumpnum);
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}
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}
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FTexture::~FTexture()
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{
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FTexture* link = fileSystem.GetLinkedTexture(SourceLump);
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if (link == this) fileSystem.SetLinkedTexture(SourceLump, nullptr);
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if (areas != nullptr) delete[] areas;
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areas = nullptr;
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for (int i = 0; i < 2; i++)
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{
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if (Material[i] != nullptr) DeleteMaterial(Material[i]);
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Material[i] = nullptr;
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}
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if (SoftwareTexture != nullptr)
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{
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DeleteSoftwareTexture(SoftwareTexture);
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SoftwareTexture = nullptr;
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}
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}
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//===========================================================================
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//
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// FTexture::GetBgraBitmap
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//
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// Default returns just an empty bitmap. This needs to be overridden by
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// any subclass that actually does return a software pixel buffer.
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//
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//===========================================================================
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FBitmap FTexture::GetBgraBitmap(const PalEntry* remap, int* ptrans)
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{
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FBitmap bmp;
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bmp.Create(Width, Height);
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return bmp;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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FTexture* FTexture::GetRawTexture()
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{
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if (OffsetLess) return OffsetLess;
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// Reject anything that cannot have been a single-patch multipatch texture in vanilla.
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auto image = static_cast<FMultiPatchTexture*>(GetImage());
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if (bMultiPatch != 1 || UseType != ETextureType::Wall || Scale.X != 1 || Scale.Y != 1 || bWorldPanning || image == nullptr || image->NumParts != 1 || _TopOffset[0] == 0)
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{
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OffsetLess = this;
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return this;
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}
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// Set up a new texture that directly references the underlying patch.
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// From here we cannot retrieve the original texture made for it, so just create a new one.
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FImageSource* source = image->Parts[0].Image;
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// Size must match for this to work as intended
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if (source->GetWidth() != Width || source->GetHeight() != Height)
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{
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OffsetLess = this;
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return this;
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}
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OffsetLess = new FImageTexture(source, "");
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TexMan.AddTexture(OffsetLess);
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return OffsetLess;
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}
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void FTexture::SetDisplaySize(int fitwidth, int fitheight)
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{
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Scale.X = double(Width) / fitwidth;
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Scale.Y = double(Height) / fitheight;
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// compensate for roundoff errors
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if (int(Scale.X * fitwidth) != Width) Scale.X += (1 / 65536.);
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if (int(Scale.Y * fitheight) != Height) Scale.Y += (1 / 65536.);
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}
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//===========================================================================
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//
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// Gets the average color of a texture for use as a sky cap color
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//
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//===========================================================================
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PalEntry FTexture::averageColor(const uint32_t* data, int size, int maxout)
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{
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int i;
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unsigned int r, g, b;
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// First clear them.
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r = g = b = 0;
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if (size == 0)
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{
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return PalEntry(255, 255, 255);
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}
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for (i = 0; i < size; i++)
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{
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b += BPART(data[i]);
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g += GPART(data[i]);
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r += RPART(data[i]);
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}
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r = r / size;
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g = g / size;
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b = b / size;
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int maxv = MAX(MAX(r, g), b);
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if (maxv && maxout)
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{
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r = ::Scale(r, maxout, maxv);
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g = ::Scale(g, maxout, maxv);
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b = ::Scale(b, maxout, maxv);
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}
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return PalEntry(255, r, g, b);
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}
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PalEntry FTexture::GetSkyCapColor(bool bottom)
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{
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if (!bSWSkyColorDone)
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{
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bSWSkyColorDone = true;
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FBitmap bitmap = GetBgraBitmap(nullptr);
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int w = bitmap.GetWidth();
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int h = bitmap.GetHeight();
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const uint32_t* buffer = (const uint32_t*)bitmap.GetPixels();
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if (buffer)
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{
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CeilingSkyColor = averageColor((uint32_t*)buffer, w * MIN(30, h), 0);
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if (h > 30)
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{
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FloorSkyColor = averageColor(((uint32_t*)buffer) + (h - 30) * w, w * 30, 0);
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}
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else FloorSkyColor = CeilingSkyColor;
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}
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}
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return bottom ? FloorSkyColor : CeilingSkyColor;
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}
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//====================================================================
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//
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// CheckRealHeight
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//
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// Checks the posts in a texture and returns the lowest row (plus one)
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// of the texture that is actually used.
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//
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//====================================================================
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int FTexture::CheckRealHeight()
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{
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auto pixels = Get8BitPixels(false);
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for (int h = GetTexelHeight() - 1; h >= 0; h--)
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{
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for (int w = 0; w < GetTexelWidth(); w++)
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{
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if (pixels[h + w * GetTexelHeight()] != 0)
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{
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// Scale maxy before returning it
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h = int((h * 2) / Scale.Y);
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h = (h >> 1) + (h & 1);
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return h;
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}
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}
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}
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return 0;
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}
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//==========================================================================
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//
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// Search auto paths for extra material textures
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//
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//==========================================================================
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void FTexture::AddAutoMaterials()
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{
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struct AutoTextureSearchPath
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{
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const char* path;
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FTexture* FTexture::* pointer;
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};
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static AutoTextureSearchPath autosearchpaths[] =
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{
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{ "brightmaps/", &FTexture::Brightmap }, // For backwards compatibility, only for short names
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{ "materials/brightmaps/", &FTexture::Brightmap },
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{ "materials/normalmaps/", &FTexture::Normal },
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{ "materials/specular/", &FTexture::Specular },
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{ "materials/metallic/", &FTexture::Metallic },
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{ "materials/roughness/", &FTexture::Roughness },
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{ "materials/ao/", &FTexture::AmbientOcclusion }
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};
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int startindex = bFullNameTexture ? 1 : 0;
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FString searchname = Name;
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if (bFullNameTexture)
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{
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auto dot = searchname.LastIndexOf('.');
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auto slash = searchname.LastIndexOf('/');
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if (dot > slash) searchname.Truncate(dot);
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}
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for (size_t i = 0; i < countof(autosearchpaths); i++)
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{
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auto& layer = autosearchpaths[i];
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if (this->*(layer.pointer) == nullptr) // only if no explicit assignment had been done.
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{
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FStringf lookup("%s%s%s", layer.path, bFullNameTexture ? "" : "auto/", searchname.GetChars());
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auto lump = fileSystem.CheckNumForFullName(lookup, false, ns_global, true);
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if (lump != -1)
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{
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auto bmtex = TexMan.FindTexture(fileSystem.GetFileFullName(lump), ETextureType::Any, FTextureManager::TEXMAN_TryAny);
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if (bmtex != nullptr)
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{
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bmtex->bMasked = false;
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this->*(layer.pointer) = bmtex;
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}
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}
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}
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}
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}
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//===========================================================================
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//
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// Checks if the texture has a default brightmap and creates it if so
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//
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//===========================================================================
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void FTexture::CreateDefaultBrightmap()
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{
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if (!bBrightmapChecked)
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{
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// Check for brightmaps
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if (GetImage() && GetImage()->UseGamePalette() && GPalette.HasGlobalBrightmap &&
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UseType != ETextureType::Decal && UseType != ETextureType::MiscPatch && UseType != ETextureType::FontChar &&
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Brightmap == NULL && bWarped == 0)
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{
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// May have one - let's check when we use this texture
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auto texbuf = Get8BitPixels(false);
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const int white = ColorMatcher.Pick(255, 255, 255);
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int size = GetTexelWidth() * GetTexelHeight();
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for (int i = 0; i < size; i++)
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{
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if (GPalette.GlobalBrightmap.Remap[texbuf[i]] == white)
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{
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// Create a brightmap
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DPrintf(DMSG_NOTIFY, "brightmap created for texture '%s'\n", Name.GetChars());
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Brightmap = CreateBrightmapTexture(static_cast<FImageTexture*>(this)->GetImage());
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bBrightmapChecked = true;
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TexMan.AddTexture(Brightmap);
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return;
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}
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}
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// No bright pixels found
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DPrintf(DMSG_SPAMMY, "No bright pixels found in texture '%s'\n", Name.GetChars());
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bBrightmapChecked = true;
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}
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else
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{
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// does not have one so set the flag to 'done'
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bBrightmapChecked = true;
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}
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}
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}
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//==========================================================================
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//
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// Calculates glow color for a texture
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//
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//==========================================================================
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void FTexture::GetGlowColor(float* data)
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{
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if (bGlowing && GlowColor == 0)
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{
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auto buffer = GetBgraBitmap(nullptr);
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GlowColor = averageColor((uint32_t*)buffer.GetPixels(), buffer.GetWidth() * buffer.GetHeight(), 153);
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// Black glow equals nothing so switch glowing off
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if (GlowColor == 0) bGlowing = false;
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}
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data[0] = GlowColor.r / 255.0f;
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data[1] = GlowColor.g / 255.0f;
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data[2] = GlowColor.b / 255.0f;
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}
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//===========================================================================
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//
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// Finds gaps in the texture which can be skipped by the renderer
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// This was mainly added to speed up one area in E4M6 of 007LTSD
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//
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//===========================================================================
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bool FTexture::FindHoles(const unsigned char* buffer, int w, int h)
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{
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const unsigned char* li;
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int y, x;
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int startdraw, lendraw;
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int gaps[5][2];
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int gapc = 0;
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// already done!
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if (areacount) return false;
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if (UseType == ETextureType::Flat) return false; // flats don't have transparent parts
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areacount = -1; //whatever happens next, it shouldn't be done twice!
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// large textures are excluded for performance reasons
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if (h > 512) return false;
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startdraw = -1;
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lendraw = 0;
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for (y = 0; y < h; y++)
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{
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li = buffer + w * y * 4 + 3;
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for (x = 0; x < w; x++, li += 4)
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{
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if (*li != 0) break;
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}
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if (x != w)
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{
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// non - transparent
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if (startdraw == -1)
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{
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startdraw = y;
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// merge transparent gaps of less than 16 pixels into the last drawing block
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if (gapc && y <= gaps[gapc - 1][0] + gaps[gapc - 1][1] + 16)
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{
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gapc--;
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startdraw = gaps[gapc][0];
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lendraw = y - startdraw;
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}
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if (gapc == 4) return false; // too many splits - this isn't worth it
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}
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lendraw++;
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}
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else if (startdraw != -1)
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{
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if (lendraw == 1) lendraw = 2;
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gaps[gapc][0] = startdraw;
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gaps[gapc][1] = lendraw;
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gapc++;
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startdraw = -1;
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lendraw = 0;
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}
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}
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if (startdraw != -1)
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{
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gaps[gapc][0] = startdraw;
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gaps[gapc][1] = lendraw;
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gapc++;
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}
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if (startdraw == 0 && lendraw == h) return false; // nothing saved so don't create a split list
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if (gapc > 0)
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{
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FloatRect* rcs = new FloatRect[gapc];
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for (x = 0; x < gapc; x++)
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{
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// gaps are stored as texture (u/v) coordinates
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rcs[x].width = rcs[x].left = -1.0f;
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rcs[x].top = (float)gaps[x][0] / (float)h;
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rcs[x].height = (float)gaps[x][1] / (float)h;
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}
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areas = rcs;
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}
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else areas = nullptr;
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areacount = gapc;
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return true;
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}
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//----------------------------------------------------------------------------
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//
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//
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//
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//----------------------------------------------------------------------------
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void FTexture::CheckTrans(unsigned char* buffer, int size, int trans)
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{
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if (bTranslucent == -1)
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{
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bTranslucent = trans;
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if (trans == -1)
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{
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uint32_t* dwbuf = (uint32_t*)buffer;
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for (int i = 0; i < size; i++)
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{
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uint32_t alpha = dwbuf[i] >> 24;
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if (alpha != 0xff && alpha != 0)
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{
|
|
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::GetTranslucency()
|
|
{
|
|
if (bTranslucent == -1)
|
|
{
|
|
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<uint8_t> FTexture::Get8BitPixels(bool alphatex)
|
|
{
|
|
TArray<uint8_t> 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;
|
|
}
|
|
|
|
|