vkdoom_m/src/rendering/swrenderer/textures/swcanvastexture.cpp

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/*
** 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<FCanvasTexture*, FSWCanvasTexture*> 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<FCanvasTexture*>(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<FCanvasTexture*>(mSource)->NeedUpdate();
if (Canvas == nullptr)
{
MakeTexture();
}
return Pixels.Data();
}
//==========================================================================
//
//
//
//==========================================================================
const uint32_t *FSWCanvasTexture::GetPixelsBgraLocked()
{
static_cast<FCanvasTexture*>(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<uint8_t*>(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<FCanvasTexture*>(mSource)->SetUpdated(false);
}