mirror of
https://github.com/ZDoom/Raze.git
synced 2024-12-03 17:41:51 +00:00
437 lines
11 KiB
C++
437 lines
11 KiB
C++
/*
|
|
** 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 "files.h"
|
|
#include "templates.h"
|
|
|
|
#include "bitmap.h"
|
|
#include "image.h"
|
|
#include "../glbackend/gl_hwtexture.h"
|
|
|
|
FTexture *CreateBrightmapTexture(FImageSource*);
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
|
|
// Examines the lump contents to decide what type of texture to create,
|
|
// and creates the texture.
|
|
FTexture * FTexture::CreateTexture(const char *name)
|
|
{
|
|
auto image = FImageSource::GetImage(name);
|
|
if (image != nullptr)
|
|
{
|
|
FTexture *tex = new FImageTexture(image);
|
|
if (tex != nullptr)
|
|
{
|
|
tex->Name = name;
|
|
return tex;
|
|
}
|
|
}
|
|
return nullptr;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
FTexture::FTexture (const char *name)
|
|
{
|
|
Name = name;
|
|
}
|
|
|
|
FTexture::~FTexture ()
|
|
{
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// 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(Size.x, Size.y);
|
|
return bmp;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// 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 = std::max(std::max(r, g), b);
|
|
|
|
if (maxv && maxout)
|
|
{
|
|
r = uint64_t(r) * maxout / maxv;
|
|
g = uint64_t(g) * maxout / maxv;
|
|
b = uint64_t(b) * maxout / maxv;
|
|
}
|
|
return PalEntry(255, r, g, b);
|
|
}
|
|
|
|
PalEntry FTexture::GetSkyCapColor(bool bottom)
|
|
{
|
|
if (!skyColorDone)
|
|
{
|
|
skyColorDone = 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 * std::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;
|
|
}
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
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)
|
|
|
|
int FTexture::SmoothEdges(unsigned char * buffer, int w, int h)
|
|
{
|
|
int x, y;
|
|
int trans = buffer[MSB] == 0; // If I set this to false here the code won't detect textures
|
|
// that only contain transparent pixels.
|
|
int 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 << 1);
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// 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)
|
|
{
|
|
int res = SmoothEdges(buffer, w, h);
|
|
bMasked = !!(res & 1);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// 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 = GetWidth();
|
|
H = GetHeight();
|
|
|
|
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;
|
|
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;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Dummy texture for the 0-entry.
|
|
//
|
|
//===========================================================================
|
|
|
|
bool FTexture::GetTranslucency()
|
|
{
|
|
if (bTranslucent == -1)
|
|
{
|
|
if (true)//!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.
|
|
//
|
|
//===========================================================================
|
|
|
|
const uint8_t* FTexture::Get8BitPixels()
|
|
{
|
|
return nullptr; // most textures do not provide a static buffer.
|
|
}
|
|
|
|
void FTexture::Create8BitPixels(uint8_t *buffer)
|
|
{
|
|
// The base class does not fill the texture.
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Replacement textures
|
|
//
|
|
//===========================================================================
|
|
|
|
void FTexture::AddReplacement(const HightileReplacement & replace)
|
|
{
|
|
for (auto &ht : Hightiles)
|
|
{
|
|
if (replace.palnum == ht.palnum && (replace.faces[1] == nullptr) == (ht.faces[1] == nullptr))
|
|
{
|
|
ht = replace;
|
|
return;
|
|
}
|
|
}
|
|
Hightiles.Push(replace);
|
|
}
|
|
|
|
void FTexture::DeleteReplacement(int palnum)
|
|
{
|
|
for (int i = Hightiles.Size() -1; i >= 0; i--)
|
|
{
|
|
if (Hightiles[i].palnum == palnum) Hightiles.Delete(i);
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
//
|
|
//
|
|
//===========================================================================
|
|
|
|
HightileReplacement *FTexture::FindReplacement(int palnum, bool skybox)
|
|
{
|
|
for(;;)
|
|
{
|
|
for (auto &rep : Hightiles)
|
|
{
|
|
if (rep.palnum == palnum && (rep.faces[1] != nullptr) == skybox) return &rep;
|
|
}
|
|
if (!palnum) break;
|
|
palnum = 0;
|
|
}
|
|
return nullptr; // no replacement found
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
//
|
|
//
|
|
//===========================================================================
|
|
|
|
void FTexture::DeleteHardwareTextures()
|
|
{
|
|
decltype(HardwareTextures)::Iterator it(HardwareTextures);
|
|
decltype(HardwareTextures)::Pair *pair;
|
|
while (it.NextPair(pair))
|
|
{
|
|
delete pair->Value;
|
|
}
|
|
HardwareTextures.Clear();
|
|
}
|