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https://github.com/ZDoom/Raze.git
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564 lines
14 KiB
C++
564 lines
14 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 "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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#include "c_cvars.h"
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#include "imagehelpers.h"
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#include "v_video.h"
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// Wrappers to keep the definitions of these classes out of here.
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IHardwareTexture* CreateHardwareTexture(int numchannels);
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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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FTexture::FTexture (int lumpnum)
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: SourceLump(lumpnum), bHasCanvas(false)
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{
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bTranslucent = -1;
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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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// 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 = GetHeight()-1; h>= 0; h--)
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{
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for(int w = 0; w < GetWidth(); w++)
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{
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if (pixels[h + w * GetHeight()] != 0)
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{
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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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// 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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areacount = -1; //whatever happens next, it shouldn't be done twice!
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// large textures and non-images are excluded for performance reasons
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if (h>512 || !GetImage()) 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 = (FloatRect*)ImageArena.Alloc(gapc * sizeof(FloatRect)); // allocate this on the image arena
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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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{
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bTranslucent = 1;
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return;
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}
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}
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bTranslucent = 0;
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}
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}
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}
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//===========================================================================
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//
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// smooth the edges of transparent fields in the texture
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//
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//===========================================================================
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#ifdef WORDS_BIGENDIAN
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#define MSB 0
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#define SOME_MASK 0xffffff00
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#else
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#define MSB 3
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#define SOME_MASK 0x00ffffff
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#endif
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#define CHKPIX(ofs) (l1[(ofs)*4+MSB]==255 ? (( ((uint32_t*)l1)[0] = ((uint32_t*)l1)[ofs]&SOME_MASK), trans=true ) : false)
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bool FTexture::SmoothEdges(unsigned char* buffer, int w, int h)
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{
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int x, y;
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bool trans = buffer[MSB] == 0; // If I set this to false here the code won't detect textures
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// that only contain transparent pixels.
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bool semitrans = false;
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unsigned char* l1;
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if (h <= 1 || w <= 1) return false; // makes (a) no sense and (b) doesn't work with this code!
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l1 = buffer;
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if (l1[MSB] == 0 && !CHKPIX(1)) CHKPIX(w);
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else if (l1[MSB] < 255) semitrans = true;
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l1 += 4;
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for (x = 1; x < w - 1; x++, l1 += 4)
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{
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if (l1[MSB] == 0 && !CHKPIX(-1) && !CHKPIX(1)) CHKPIX(w);
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else if (l1[MSB] < 255) semitrans = true;
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}
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if (l1[MSB] == 0 && !CHKPIX(-1)) CHKPIX(w);
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else if (l1[MSB] < 255) semitrans = true;
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l1 += 4;
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for (y = 1; y < h - 1; y++)
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{
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if (l1[MSB] == 0 && !CHKPIX(-w) && !CHKPIX(1)) CHKPIX(w);
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else if (l1[MSB] < 255) semitrans = true;
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l1 += 4;
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for (x = 1; x < w - 1; x++, l1 += 4)
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{
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if (l1[MSB] == 0 && !CHKPIX(-w) && !CHKPIX(-1) && !CHKPIX(1) && !CHKPIX(-w - 1) && !CHKPIX(-w + 1) && !CHKPIX(w - 1) && !CHKPIX(w + 1)) CHKPIX(w);
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else if (l1[MSB] < 255) semitrans = true;
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}
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if (l1[MSB] == 0 && !CHKPIX(-w) && !CHKPIX(-1)) CHKPIX(w);
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else if (l1[MSB] < 255) semitrans = true;
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l1 += 4;
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}
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if (l1[MSB] == 0 && !CHKPIX(-w)) CHKPIX(1);
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else if (l1[MSB] < 255) semitrans = true;
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l1 += 4;
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for (x = 1; x < w - 1; x++, l1 += 4)
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{
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if (l1[MSB] == 0 && !CHKPIX(-w) && !CHKPIX(-1)) CHKPIX(1);
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else if (l1[MSB] < 255) semitrans = true;
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}
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if (l1[MSB] == 0 && !CHKPIX(-w)) CHKPIX(-1);
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else if (l1[MSB] < 255) semitrans = true;
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return trans || semitrans;
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}
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//===========================================================================
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//
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// Post-process the texture data after the buffer has been created
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//
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//===========================================================================
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bool FTexture::ProcessData(unsigned char* buffer, int w, int h, bool ispatch)
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{
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if (Masked)
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{
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Masked = SmoothEdges(buffer, w, h);
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if (Masked && !ispatch) FindHoles(buffer, w, h);
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}
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return true;
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}
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//===========================================================================
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//
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// Initializes the buffer for the texture data
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//
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//===========================================================================
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void V_ApplyLuminosityTranslation(int translation, uint8_t *buffer, int size);
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FTextureBuffer FTexture::CreateTexBuffer(int translation, int flags)
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{
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FTextureBuffer result;
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if (flags & CTF_Indexed)
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{
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// Indexed textures will never be translated and never be scaled.
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int w = GetWidth(), h = GetHeight();
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auto store = Get8BitPixels(false);
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const uint8_t* p = store.Data();
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result.mBuffer = new uint8_t[w * h];
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result.mWidth = w;
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result.mHeight = h;
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result.mContentId = 0;
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ImageHelpers::FlipNonSquareBlock(result.mBuffer, p, h, w, h);
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}
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else
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{
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unsigned char* buffer = nullptr;
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int W, H;
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int isTransparent = -1;
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bool checkonly = !!(flags & CTF_CheckOnly);
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int exx = !!(flags & CTF_Expand);
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W = GetWidth() + 2 * exx;
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H = GetHeight() + 2 * exx;
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if (!checkonly)
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{
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buffer = new unsigned char[W * (H + 1) * 4];
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memset(buffer, 0, W * (H + 1) * 4);
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auto remap = translation <= 0 || IsLuminosityTranslation(translation) ? nullptr : GPalette.TranslationToTable(translation);
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if (remap && remap->Inactive) remap = nullptr;
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if (remap) translation = remap->Index;
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FBitmap bmp(buffer, W * 4, W, H);
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int trans;
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auto Pixels = GetBgraBitmap(remap ? remap->Palette : nullptr, &trans);
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bmp.Blit(exx, exx, Pixels);
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if (IsLuminosityTranslation(translation))
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{
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V_ApplyLuminosityTranslation(translation, buffer, W * H);
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}
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if (remap == nullptr)
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{
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CheckTrans(buffer, W * H, trans);
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isTransparent = bTranslucent;
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}
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else
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{
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isTransparent = 0;
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// A translated image is not conclusive for setting the texture's transparency info.
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}
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}
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if (GetImage())
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{
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FContentIdBuilder builder;
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builder.id = 0;
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builder.imageID = GetImage()->GetId();
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builder.translation = max(0, translation);
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builder.expand = exx;
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result.mContentId = builder.id;
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}
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else result.mContentId = 0; // for non-image backed textures this has no meaning so leave it at 0.
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result.mBuffer = buffer;
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result.mWidth = W;
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result.mHeight = H;
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// Only do postprocessing for image-backed textures. (i.e. not for the burn texture which can also pass through here.)
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if (GetImage() && flags & CTF_ProcessData)
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{
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if (flags & CTF_Upscale) CreateUpsampledTextureBuffer(result, !!isTransparent, checkonly);
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if (!checkonly) ProcessData(result.mBuffer, result.mWidth, result.mHeight, false);
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}
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}
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return result;
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}
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//===========================================================================
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//
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// Dummy texture for the 0-entry.
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//
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//===========================================================================
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bool FTexture::DetermineTranslucency()
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{
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// This will calculate all we need, so just discard the result.
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CreateTexBuffer(0);
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return !!bTranslucent;
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}
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//===========================================================================
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//
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// the default just returns an empty texture.
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//
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//===========================================================================
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TArray<uint8_t> FTexture::Get8BitPixels(bool alphatex)
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{
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TArray<uint8_t> Pixels(Width * Height, true);
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memset(Pixels.Data(), 0, Width * Height);
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return Pixels;
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}
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//===========================================================================
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//
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// Finds empty space around the texture.
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// Used for sprites that got placed into a huge empty frame.
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//
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//===========================================================================
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bool FTexture::TrimBorders(uint16_t* rect)
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{
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auto texbuffer = CreateTexBuffer(0);
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int w = texbuffer.mWidth;
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int h = texbuffer.mHeight;
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auto Buffer = texbuffer.mBuffer;
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if (texbuffer.mBuffer == nullptr)
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{
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return false;
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}
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if (w != Width || h != Height)
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{
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// external Hires replacements cannot be trimmed.
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return false;
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}
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int size = w * h;
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if (size == 1)
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{
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// nothing to be done here.
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rect[0] = 0;
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rect[1] = 0;
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rect[2] = 1;
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rect[3] = 1;
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return true;
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}
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int first, last;
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for (first = 0; first < size; first++)
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{
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if (Buffer[first * 4 + 3] != 0) break;
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}
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if (first >= size)
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{
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// completely empty
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rect[0] = 0;
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rect[1] = 0;
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rect[2] = 1;
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rect[3] = 1;
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return true;
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}
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for (last = size - 1; last >= first; last--)
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{
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if (Buffer[last * 4 + 3] != 0) break;
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}
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rect[1] = first / w;
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rect[3] = 1 + last / w - rect[1];
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rect[0] = 0;
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rect[2] = w;
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unsigned char* bufferoff = Buffer + (rect[1] * w * 4);
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h = rect[3];
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for (int x = 0; x < w; x++)
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{
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for (int y = 0; y < h; y++)
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{
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if (bufferoff[(x + y * w) * 4 + 3] != 0) goto outl;
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}
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rect[0]++;
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}
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outl:
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rect[2] -= rect[0];
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for (int x = w - 1; rect[2] > 1; x--)
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{
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for (int y = 0; y < h; y++)
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{
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if (bufferoff[(x + y * w) * 4 + 3] != 0)
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{
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return true;
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}
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}
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rect[2]--;
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}
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return true;
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}
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//===========================================================================
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//
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// Create a hardware texture for this texture image.
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//
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//===========================================================================
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IHardwareTexture* FTexture::GetHardwareTexture(int translation, int scaleflags)
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{
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int indexed = scaleflags & CTF_Indexed;
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if (indexed) translation = -1;
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IHardwareTexture* hwtex = SystemTextures.GetHardwareTexture(translation, scaleflags);
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if (hwtex == nullptr)
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{
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hwtex = screen->CreateHardwareTexture(indexed? 1 : 4);
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SystemTextures.AddHardwareTexture(translation, scaleflags, hwtex);
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}
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return hwtex;
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}
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//==========================================================================
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//
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// this must be copied back to textures.cpp later.
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//
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//==========================================================================
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FWrapperTexture::FWrapperTexture(int w, int h, int bits)
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{
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Width = w;
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Height = h;
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Format = bits;
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//bNoCompress = true;
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auto hwtex = screen->CreateHardwareTexture(4);
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// todo: Initialize here.
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SystemTextures.AddHardwareTexture(0, false, hwtex);
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}
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