mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-16 01:11:44 +00:00
564 lines
14 KiB
C++
564 lines
14 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 "printf.h"
|
|
#include "files.h"
|
|
#include "filesystem.h"
|
|
|
|
#include "textures.h"
|
|
#include "bitmap.h"
|
|
#include "colormatcher.h"
|
|
#include "c_dispatch.h"
|
|
#include "m_fixed.h"
|
|
#include "imagehelpers.h"
|
|
#include "image.h"
|
|
#include "formats/multipatchtexture.h"
|
|
#include "texturemanager.h"
|
|
#include "c_cvars.h"
|
|
#include "imagehelpers.h"
|
|
#include "v_video.h"
|
|
|
|
// Wrappers to keep the definitions of these classes out of here.
|
|
IHardwareTexture* CreateHardwareTexture(int numchannels);
|
|
|
|
// Make sprite offset adjustment user-configurable per renderer.
|
|
int r_spriteadjustSW, r_spriteadjustHW;
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
FTexture::FTexture (int lumpnum)
|
|
: SourceLump(lumpnum), bHasCanvas(false)
|
|
{
|
|
bTranslucent = -1;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// 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(Width, Height);
|
|
return bmp;
|
|
}
|
|
|
|
//====================================================================
|
|
//
|
|
// CheckRealHeight
|
|
//
|
|
// Checks the posts in a texture and returns the lowest row (plus one)
|
|
// of the texture that is actually used.
|
|
//
|
|
//====================================================================
|
|
|
|
int FTexture::CheckRealHeight()
|
|
{
|
|
auto pixels = Get8BitPixels(false);
|
|
|
|
for(int h = GetHeight()-1; h>= 0; h--)
|
|
{
|
|
for(int w = 0; w < GetWidth(); w++)
|
|
{
|
|
if (pixels[h + w * GetHeight()] != 0)
|
|
{
|
|
return h;
|
|
}
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Finds gaps in the texture which can be skipped by the renderer
|
|
// This was mainly added to speed up one area in E4M6 of 007LTSD
|
|
//
|
|
//===========================================================================
|
|
|
|
bool FTexture::FindHoles(const unsigned char* buffer, int w, int h)
|
|
{
|
|
const unsigned char* li;
|
|
int y, x;
|
|
int startdraw, lendraw;
|
|
int gaps[5][2];
|
|
int gapc = 0;
|
|
|
|
|
|
// already done!
|
|
if (areacount) return false;
|
|
areacount = -1; //whatever happens next, it shouldn't be done twice!
|
|
|
|
// large textures and non-images are excluded for performance reasons
|
|
if (h>512 || !GetImage()) return false;
|
|
|
|
startdraw = -1;
|
|
lendraw = 0;
|
|
for (y = 0; y < h; y++)
|
|
{
|
|
li = buffer + w * y * 4 + 3;
|
|
|
|
for (x = 0; x < w; x++, li += 4)
|
|
{
|
|
if (*li != 0) break;
|
|
}
|
|
|
|
if (x != w)
|
|
{
|
|
// non - transparent
|
|
if (startdraw == -1)
|
|
{
|
|
startdraw = y;
|
|
// merge transparent gaps of less than 16 pixels into the last drawing block
|
|
if (gapc && y <= gaps[gapc - 1][0] + gaps[gapc - 1][1] + 16)
|
|
{
|
|
gapc--;
|
|
startdraw = gaps[gapc][0];
|
|
lendraw = y - startdraw;
|
|
}
|
|
if (gapc == 4) return false; // too many splits - this isn't worth it
|
|
}
|
|
lendraw++;
|
|
}
|
|
else if (startdraw != -1)
|
|
{
|
|
if (lendraw == 1) lendraw = 2;
|
|
gaps[gapc][0] = startdraw;
|
|
gaps[gapc][1] = lendraw;
|
|
gapc++;
|
|
|
|
startdraw = -1;
|
|
lendraw = 0;
|
|
}
|
|
}
|
|
if (startdraw != -1)
|
|
{
|
|
gaps[gapc][0] = startdraw;
|
|
gaps[gapc][1] = lendraw;
|
|
gapc++;
|
|
}
|
|
if (startdraw == 0 && lendraw == h) return false; // nothing saved so don't create a split list
|
|
|
|
if (gapc > 0)
|
|
{
|
|
FloatRect* rcs = (FloatRect*)ImageArena.Alloc(gapc * sizeof(FloatRect)); // allocate this on the image arena
|
|
|
|
for (x = 0; x < gapc; x++)
|
|
{
|
|
// gaps are stored as texture (u/v) coordinates
|
|
rcs[x].width = rcs[x].left = -1.0f;
|
|
rcs[x].top = (float)gaps[x][0] / (float)h;
|
|
rcs[x].height = (float)gaps[x][1] / (float)h;
|
|
}
|
|
areas = rcs;
|
|
}
|
|
else areas = nullptr;
|
|
areacount = gapc;
|
|
|
|
return true;
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
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)
|
|
|
|
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 (Masked)
|
|
{
|
|
Masked = SmoothEdges(buffer, w, h);
|
|
if (Masked && !ispatch) FindHoles(buffer, w, h);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Initializes the buffer for the texture data
|
|
//
|
|
//===========================================================================
|
|
void V_ApplyLuminosityTranslation(int translation, uint8_t *buffer, int size);
|
|
|
|
FTextureBuffer FTexture::CreateTexBuffer(int translation, int flags)
|
|
{
|
|
FTextureBuffer result;
|
|
if (flags & CTF_Indexed)
|
|
{
|
|
// Indexed textures will never be translated and never be scaled.
|
|
int w = GetWidth(), h = GetHeight();
|
|
|
|
auto store = Get8BitPixels(false);
|
|
const uint8_t* p = store.Data();
|
|
|
|
result.mBuffer = new uint8_t[w * h];
|
|
result.mWidth = w;
|
|
result.mHeight = h;
|
|
result.mContentId = 0;
|
|
ImageHelpers::FlipNonSquareBlock(result.mBuffer, p, h, w, h);
|
|
}
|
|
else
|
|
{
|
|
unsigned char* buffer = nullptr;
|
|
int W, H;
|
|
int isTransparent = -1;
|
|
bool checkonly = !!(flags & CTF_CheckOnly);
|
|
|
|
int exx = !!(flags & CTF_Expand);
|
|
|
|
W = GetWidth() + 2 * exx;
|
|
H = GetHeight() + 2 * exx;
|
|
|
|
if (!checkonly)
|
|
{
|
|
buffer = new unsigned char[W * (H + 1) * 4];
|
|
memset(buffer, 0, W * (H + 1) * 4);
|
|
|
|
auto remap = translation <= 0 || IsLuminosityTranslation(translation) ? nullptr : GPalette.TranslationToTable(translation);
|
|
if (remap && remap->Inactive) remap = nullptr;
|
|
if (remap) translation = remap->Index;
|
|
FBitmap bmp(buffer, W * 4, W, H);
|
|
|
|
int trans;
|
|
auto Pixels = GetBgraBitmap(remap ? remap->Palette : nullptr, &trans);
|
|
bmp.Blit(exx, exx, Pixels);
|
|
if (IsLuminosityTranslation(translation))
|
|
{
|
|
V_ApplyLuminosityTranslation(translation, buffer, W * H);
|
|
}
|
|
|
|
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)
|
|
{
|
|
if (flags & CTF_Upscale) CreateUpsampledTextureBuffer(result, !!isTransparent, checkonly);
|
|
|
|
if (!checkonly) ProcessData(result.mBuffer, result.mWidth, result.mHeight, false);
|
|
}
|
|
}
|
|
return result;
|
|
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Dummy texture for the 0-entry.
|
|
//
|
|
//===========================================================================
|
|
|
|
bool FTexture::DetermineTranslucency()
|
|
{
|
|
// This will calculate all we need, so just discard the result.
|
|
CreateTexBuffer(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;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Finds empty space around the texture.
|
|
// Used for sprites that got placed into a huge empty frame.
|
|
//
|
|
//===========================================================================
|
|
|
|
bool FTexture::TrimBorders(uint16_t* rect)
|
|
{
|
|
|
|
auto texbuffer = CreateTexBuffer(0);
|
|
int w = texbuffer.mWidth;
|
|
int h = texbuffer.mHeight;
|
|
auto Buffer = texbuffer.mBuffer;
|
|
|
|
if (texbuffer.mBuffer == nullptr)
|
|
{
|
|
return false;
|
|
}
|
|
if (w != Width || h != Height)
|
|
{
|
|
// external Hires replacements cannot be trimmed.
|
|
return false;
|
|
}
|
|
|
|
int size = w * h;
|
|
if (size == 1)
|
|
{
|
|
// nothing to be done here.
|
|
rect[0] = 0;
|
|
rect[1] = 0;
|
|
rect[2] = 1;
|
|
rect[3] = 1;
|
|
return true;
|
|
}
|
|
int first, last;
|
|
|
|
for (first = 0; first < size; first++)
|
|
{
|
|
if (Buffer[first * 4 + 3] != 0) break;
|
|
}
|
|
if (first >= size)
|
|
{
|
|
// completely empty
|
|
rect[0] = 0;
|
|
rect[1] = 0;
|
|
rect[2] = 1;
|
|
rect[3] = 1;
|
|
return true;
|
|
}
|
|
|
|
for (last = size - 1; last >= first; last--)
|
|
{
|
|
if (Buffer[last * 4 + 3] != 0) break;
|
|
}
|
|
|
|
rect[1] = first / w;
|
|
rect[3] = 1 + last / w - rect[1];
|
|
|
|
rect[0] = 0;
|
|
rect[2] = w;
|
|
|
|
unsigned char* bufferoff = Buffer + (rect[1] * w * 4);
|
|
h = rect[3];
|
|
|
|
for (int x = 0; x < w; x++)
|
|
{
|
|
for (int y = 0; y < h; y++)
|
|
{
|
|
if (bufferoff[(x + y * w) * 4 + 3] != 0) goto outl;
|
|
}
|
|
rect[0]++;
|
|
}
|
|
outl:
|
|
rect[2] -= rect[0];
|
|
|
|
for (int x = w - 1; rect[2] > 1; x--)
|
|
{
|
|
for (int y = 0; y < h; y++)
|
|
{
|
|
if (bufferoff[(x + y * w) * 4 + 3] != 0)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
rect[2]--;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Create a hardware texture for this texture image.
|
|
//
|
|
//===========================================================================
|
|
|
|
IHardwareTexture* FTexture::GetHardwareTexture(int translation, int scaleflags)
|
|
{
|
|
int indexed = scaleflags & CTF_Indexed;
|
|
if (indexed) translation = -1;
|
|
IHardwareTexture* hwtex = SystemTextures.GetHardwareTexture(translation, scaleflags);
|
|
if (hwtex == nullptr)
|
|
{
|
|
hwtex = screen->CreateHardwareTexture(indexed? 1 : 4);
|
|
SystemTextures.AddHardwareTexture(translation, scaleflags, hwtex);
|
|
}
|
|
return hwtex;
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// this must be copied back to textures.cpp later.
|
|
//
|
|
//==========================================================================
|
|
|
|
FWrapperTexture::FWrapperTexture(int w, int h, int bits)
|
|
{
|
|
Width = w;
|
|
Height = h;
|
|
Format = bits;
|
|
//bNoCompress = true;
|
|
auto hwtex = screen->CreateHardwareTexture(4);
|
|
// todo: Initialize here.
|
|
SystemTextures.AddHardwareTexture(0, false, hwtex);
|
|
}
|
|
|