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84173ee09b
The main bulk of this is the new start screen code. To make this work in Raze some more work on the startup procedure is needed. What this does provide is support for the DOS end-of-game text screens in Duke and SW on non-Windows systems.
391 lines
13 KiB
C++
391 lines
13 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 "bitmap.h"
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#include "image.h"
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#include "filesystem.h"
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#include "files.h"
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#include "cmdlib.h"
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#include "palettecontainer.h"
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FMemArena ImageArena(32768);
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TArray<FImageSource *>FImageSource::ImageForLump;
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int FImageSource::NextID;
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static PrecacheInfo precacheInfo;
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struct PrecacheDataPaletted
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{
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TArray<uint8_t> Pixels;
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int RefCount;
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int ImageID;
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};
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struct PrecacheDataRgba
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{
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FBitmap Pixels;
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int TransInfo;
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int RefCount;
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int ImageID;
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};
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// TMap doesn't handle this kind of data well. std::map neither. The linear search is still faster, even for a few 100 entries because it doesn't have to access the heap as often..
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TArray<PrecacheDataPaletted> precacheDataPaletted;
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TArray<PrecacheDataRgba> precacheDataRgba;
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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> FImageSource::CreatePalettedPixels(int conversion)
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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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PalettedPixels FImageSource::GetCachedPalettedPixels(int conversion)
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{
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PalettedPixels ret;
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FString name;
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fileSystem.GetFileShortName(name, SourceLump);
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auto imageID = ImageID;
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// Do we have this image in the cache?
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unsigned index = conversion != normal? UINT_MAX : precacheDataPaletted.FindEx([=](PrecacheDataPaletted &entry) { return entry.ImageID == imageID; });
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if (index < precacheDataPaletted.Size())
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{
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auto cache = &precacheDataPaletted[index];
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if (cache->RefCount > 1)
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{
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//Printf("returning reference to %s, refcount = %d\n", name.GetChars(), cache->RefCount);
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ret.Pixels.Set(cache->Pixels.Data(), cache->Pixels.Size());
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cache->RefCount--;
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}
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else if (cache->Pixels.Size() > 0)
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{
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//Printf("returning contents of %s, refcount = %d\n", name.GetChars(), cache->RefCount);
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ret.PixelStore = std::move(cache->Pixels);
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ret.Pixels.Set(ret.PixelStore.Data(), ret.PixelStore.Size());
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precacheDataPaletted.Delete(index);
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}
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else
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{
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//Printf("something bad happened for %s, refcount = %d\n", name.GetChars(), cache->RefCount);
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}
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}
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else
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{
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// The image wasn't cached. Now there's two possibilities:
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auto info = precacheInfo.CheckKey(ImageID);
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if (!info || info->second <= 1 || conversion != normal)
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{
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// This is either the only copy needed or some access outside the caching block. In these cases create a new one and directly return it.
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//Printf("returning fresh copy of %s\n", name.GetChars());
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ret.PixelStore = CreatePalettedPixels(conversion);
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ret.Pixels.Set(ret.PixelStore.Data(), ret.PixelStore.Size());
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}
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else
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{
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//Printf("creating cached entry for %s, refcount = %d\n", name.GetChars(), info->second);
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// This is the first time it gets accessed and needs to be placed in the cache.
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PrecacheDataPaletted *pdp = &precacheDataPaletted[precacheDataPaletted.Reserve(1)];
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pdp->ImageID = imageID;
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pdp->RefCount = info->second - 1;
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info->second = 0;
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pdp->Pixels = CreatePalettedPixels(normal);
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ret.Pixels.Set(pdp->Pixels.Data(), pdp->Pixels.Size());
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}
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}
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return ret;
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}
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TArray<uint8_t> FImageSource::GetPalettedPixels(int conversion)
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{
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auto pix = GetCachedPalettedPixels(conversion);
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if (pix.ownsPixels())
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{
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// return the pixel store of the returned data directly if this was the last reference.
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auto array = std::move(pix.PixelStore);
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return array;
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}
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else
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{
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// If there are pending references, make a copy.
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TArray<uint8_t> array(pix.Pixels.Size(), true);
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memcpy(array.Data(), pix.Pixels.Data(), array.Size());
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return array;
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}
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}
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//===========================================================================
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//
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// FImageSource::CopyPixels
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//
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// this is the generic case that can handle
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// any properly implemented texture for software rendering.
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// Its drawback is that it is limited to the base palette which is
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// why all classes that handle different palettes should subclass this
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// method
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//
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//===========================================================================
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int FImageSource::CopyPixels(FBitmap *bmp, int conversion)
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{
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if (conversion == luminance) conversion = normal; // luminance images have no use as an RGB source.
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PalEntry *palette = GPalette.BaseColors;
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auto ppix = CreatePalettedPixels(conversion);
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bmp->CopyPixelData(0, 0, ppix.Data(), Width, Height, Height, 1, 0, palette, nullptr);
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return 0;
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}
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int FImageSource::CopyTranslatedPixels(FBitmap *bmp, const PalEntry *remap)
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{
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auto ppix = CreatePalettedPixels(false);
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bmp->CopyPixelData(0, 0, ppix.Data(), Width, Height, Height, 1, 0, remap, nullptr);
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return 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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//==========================================================================
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FBitmap FImageSource::GetCachedBitmap(const PalEntry *remap, int conversion, int *ptrans)
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{
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FBitmap ret;
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FString name;
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int trans = -1;
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fileSystem.GetFileShortName(name, SourceLump);
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auto imageID = ImageID;
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if (remap != nullptr)
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{
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// Remapped images are never run through the cache because they would complicate matters too much for very little gain.
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// Translated images are normally sprites which normally just consist of a single image and use no composition.
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// Additionally, since translation requires the base palette, the really time consuming stuff will never be subjected to it.
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ret.Create(Width, Height);
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trans = CopyTranslatedPixels(&ret, remap);
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}
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else
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{
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if (conversion == luminance) conversion = normal; // luminance has no meaning for true color.
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// Do we have this image in the cache?
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unsigned index = conversion != normal? UINT_MAX : precacheDataRgba.FindEx([=](PrecacheDataRgba &entry) { return entry.ImageID == imageID; });
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if (index < precacheDataRgba.Size())
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{
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auto cache = &precacheDataRgba[index];
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trans = cache->TransInfo;
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if (cache->RefCount > 1)
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{
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//Printf("returning reference to %s, refcount = %d\n", name.GetChars(), cache->RefCount);
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ret.Copy(cache->Pixels, false);
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cache->RefCount--;
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}
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else if (cache->Pixels.GetPixels())
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{
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//Printf("returning contents of %s, refcount = %d\n", name.GetChars(), cache->RefCount);
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ret = std::move(cache->Pixels);
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precacheDataRgba.Delete(index);
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}
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else
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{
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// This should never happen if the function is implemented correctly
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//Printf("something bad happened for %s, refcount = %d\n", name.GetChars(), cache->RefCount);
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ret.Create(Width, Height);
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trans = CopyPixels(&ret, normal);
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}
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}
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else
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{
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// The image wasn't cached. Now there's two possibilities:
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auto info = precacheInfo.CheckKey(ImageID);
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if (!info || info->first <= 1 || conversion != normal)
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{
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// This is either the only copy needed or some access outside the caching block. In these cases create a new one and directly return it.
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//Printf("returning fresh copy of %s\n", name.GetChars());
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ret.Create(Width, Height);
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trans = CopyPixels(&ret, conversion);
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}
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else
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{
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//Printf("creating cached entry for %s, refcount = %d\n", name.GetChars(), info->first);
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// This is the first time it gets accessed and needs to be placed in the cache.
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PrecacheDataRgba *pdr = &precacheDataRgba[precacheDataRgba.Reserve(1)];
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pdr->ImageID = imageID;
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pdr->RefCount = info->first - 1;
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info->first = 0;
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pdr->Pixels.Create(Width, Height);
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trans = pdr->TransInfo = CopyPixels(&pdr->Pixels, normal);
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ret.Copy(pdr->Pixels, false);
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}
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}
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}
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if (ptrans) *ptrans = trans;
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return ret;
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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 FImageSource::CollectForPrecache(PrecacheInfo &info, bool requiretruecolor)
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{
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auto val = info.CheckKey(ImageID);
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bool tc = requiretruecolor;
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if (val)
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{
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val->first += tc;
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val->second += !tc;
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}
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else
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{
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auto pair = std::make_pair(tc, !tc);
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info.Insert(ImageID, pair);
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}
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}
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void FImageSource::BeginPrecaching()
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{
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precacheInfo.Clear();
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}
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void FImageSource::EndPrecaching()
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{
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precacheDataPaletted.Clear();
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precacheDataRgba.Clear();
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}
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void FImageSource::RegisterForPrecache(FImageSource *img, bool requiretruecolor)
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{
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img->CollectForPrecache(precacheInfo, requiretruecolor);
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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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typedef FImageSource * (*CreateFunc)(FileReader & file, int lumpnum);
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struct TexCreateInfo
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{
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CreateFunc TryCreate;
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bool checkflat;
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};
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FImageSource *IMGZImage_TryCreate(FileReader &, int lumpnum);
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FImageSource *PNGImage_TryCreate(FileReader &, int lumpnum);
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FImageSource *JPEGImage_TryCreate(FileReader &, int lumpnum);
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FImageSource *DDSImage_TryCreate(FileReader &, int lumpnum);
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FImageSource *PCXImage_TryCreate(FileReader &, int lumpnum);
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FImageSource *TGAImage_TryCreate(FileReader &, int lumpnum);
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FImageSource *StbImage_TryCreate(FileReader &, int lumpnum);
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FImageSource *AnmImage_TryCreate(FileReader &, int lumpnum);
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FImageSource *RawPageImage_TryCreate(FileReader &, int lumpnum);
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FImageSource *FlatImage_TryCreate(FileReader &, int lumpnum);
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FImageSource *PatchImage_TryCreate(FileReader &, int lumpnum);
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FImageSource *EmptyImage_TryCreate(FileReader &, int lumpnum);
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FImageSource *AutomapImage_TryCreate(FileReader &, int lumpnum);
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FImageSource *StartupPageImage_TryCreate(FileReader &, int lumpnum);
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// Examines the lump contents to decide what type of texture to create,
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// and creates the texture.
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FImageSource * FImageSource::GetImage(int lumpnum, bool isflat)
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{
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static TexCreateInfo CreateInfo[] = {
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{ IMGZImage_TryCreate, false },
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{ PNGImage_TryCreate, false },
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{ JPEGImage_TryCreate, false },
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{ DDSImage_TryCreate, false },
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{ PCXImage_TryCreate, false },
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{ StbImage_TryCreate, false },
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{ TGAImage_TryCreate, false },
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{ AnmImage_TryCreate, false },
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{ StartupPageImage_TryCreate, false },
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{ RawPageImage_TryCreate, false },
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{ FlatImage_TryCreate, true }, // flat detection is not reliable, so only consider this for real flats.
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{ PatchImage_TryCreate, false },
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{ EmptyImage_TryCreate, false },
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{ AutomapImage_TryCreate, false },
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};
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if (lumpnum == -1) return nullptr;
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unsigned size = ImageForLump.Size();
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if (size <= (unsigned)lumpnum)
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{
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// Hires textures can be added dynamically to the end of the lump array, so this must be checked each time.
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ImageForLump.Resize(lumpnum + 1);
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for (; size < ImageForLump.Size(); size++) ImageForLump[size] = nullptr;
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}
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// An image for this lump already exists. We do not need another one.
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if (ImageForLump[lumpnum] != nullptr) return ImageForLump[lumpnum];
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auto data = fileSystem.OpenFileReader(lumpnum);
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if (!data.isOpen())
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return nullptr;
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for (size_t i = 0; i < countof(CreateInfo); i++)
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{
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if (!CreateInfo[i].checkflat || isflat)
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{
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auto image = CreateInfo[i].TryCreate(data, lumpnum);
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if (image != nullptr)
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{
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ImageForLump[lumpnum] = image;
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return image;
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}
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}
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}
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return nullptr;
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}
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