/* ** 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 "r_swtexture.h" #include "bitmap.h" #include "m_alloc.h" #include "imagehelpers.h" static TMap canvasMap; FSWCanvasTexture* GetSWCamTex(FCanvasTexture* camtex) { auto p = canvasMap.CheckKey(camtex); return p ? *p : nullptr; } FSWCanvasTexture::FSWCanvasTexture(FGameTexture* source) : FSoftwareTexture(source) { // The SW renderer needs to link the canvas textures, but let's do that outside the texture manager. auto camtex = static_cast(source->GetTexture()); canvasMap.Insert(camtex, this); } FSWCanvasTexture::~FSWCanvasTexture() { if (Canvas != nullptr) { delete Canvas; Canvas = nullptr; } if (CanvasBgra != nullptr) { delete CanvasBgra; CanvasBgra = nullptr; } } //========================================================================== // // // //========================================================================== const uint8_t *FSWCanvasTexture::GetPixelsLocked(int style) { static_cast(mSource)->NeedUpdate(); if (Canvas == nullptr) { MakeTexture(); } return Pixels.Data(); } //========================================================================== // // // //========================================================================== const uint32_t *FSWCanvasTexture::GetPixelsBgraLocked() { static_cast(mSource)->NeedUpdate(); if (CanvasBgra == nullptr) { MakeTextureBgra(); } return PixelsBgra.Data(); } //========================================================================== // // // //========================================================================== void FSWCanvasTexture::MakeTexture () { Canvas = new DCanvas (GetWidth(), GetHeight(), false); Pixels.Resize(GetWidth() * GetHeight()); // Draw a special "unrendered" initial texture into the buffer. memset (Pixels.Data(), 0, GetWidth() * GetHeight() / 2); memset (Pixels.Data() + GetWidth() * GetHeight() / 2, 255, GetWidth() * GetHeight() / 2); } //========================================================================== // // // //========================================================================== void FSWCanvasTexture::MakeTextureBgra() { CanvasBgra = new DCanvas(GetWidth(), GetHeight(), true); PixelsBgra.Resize(GetWidth() * GetHeight()); // Draw a special "unrendered" initial texture into the buffer. memset(PixelsBgra.Data(), 0, 4* GetWidth() * GetHeight() / 2); memset(PixelsBgra.Data() + GetWidth() * GetHeight() / 2, 255, 4* GetWidth() * GetHeight() / 2); } //========================================================================== // // // //========================================================================== void FSWCanvasTexture::Unload () { if (Canvas != nullptr) { delete Canvas; Canvas = nullptr; } if (CanvasBgra != nullptr) { delete CanvasBgra; CanvasBgra = nullptr; } FSoftwareTexture::Unload(); } //========================================================================== // // // //========================================================================== void FSWCanvasTexture::UpdatePixels(bool truecolor) { if (truecolor) { ImageHelpers::FlipNonSquareBlock(PixelsBgra.Data(), (const uint32_t*)CanvasBgra->GetPixels(), GetWidth(), GetHeight(), CanvasBgra->GetPitch()); // True color render still sometimes uses palette textures (for sprites, mostly). // We need to make sure that both pixel buffers contain data: int width = GetWidth(); int height = GetHeight(); uint8_t* palbuffer = const_cast(GetPixels(0)); const uint32_t* bgrabuffer = GetPixelsBgra(); for (int x = 0; x < width; x++) { for (int y = 0; y < height; y++) { uint32_t color = bgrabuffer[y]; int r = RPART(color); int g = GPART(color); int b = BPART(color); palbuffer[y] = RGB32k.RGB[r >> 3][g >> 3][b >> 3]; } palbuffer += height; bgrabuffer += height; } } else { ImageHelpers::FlipNonSquareBlockRemap(Pixels.Data(), Canvas->GetPixels(), GetWidth(), GetHeight(), Canvas->GetPitch(), GPalette.Remap); } static_cast(mSource)->SetUpdated(false); }