mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-28 15:02:39 +00:00
- texture manager update from Raze
* new texture format: ANM - this reads the first frame of a Build-ANM movie as a texture. * some preparations for indexed (paletted) rendering. * optimization of the patch texture checker - do not read in the entire file if checking the initial header is sufficient for rejecting it.
This commit is contained in:
parent
96ceb11af0
commit
528e4e46b3
15 changed files with 712 additions and 59 deletions
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@ -1041,6 +1041,7 @@ set (PCH_SOURCES
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common/textures/skyboxtexture.cpp
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common/textures/animtexture.cpp
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common/textures/v_collection.cpp
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common/textures/animlib.cpp
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common/textures/formats/automaptexture.cpp
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common/textures/formats/brightmaptexture.cpp
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common/textures/formats/buildtexture.cpp
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@ -1059,6 +1060,7 @@ set (PCH_SOURCES
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common/textures/formats/shadertexture.cpp
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common/textures/formats/tgatexture.cpp
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common/textures/formats/stbtexture.cpp
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common/textures/formats/anmtexture.cpp
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common/textures/hires/hqresize.cpp
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common/models/models_md3.cpp
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common/models/models_md2.cpp
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287
src/common/textures/animlib.cpp
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287
src/common/textures/animlib.cpp
Normal file
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@ -0,0 +1,287 @@
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//-------------------------------------------------------------------------
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/*
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Copyright (C) 1996, 2003 - 3D Realms Entertainment
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This file is part of Duke Nukem 3D version 1.5 - Atomic Edition
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Duke Nukem 3D is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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Original Source: 1996 - Todd Replogle
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Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
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Modifications for JonoF's port by Jonathon Fowler (jf@jonof.id.au)
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*/
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//-------------------------------------------------------------------------
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#include "animlib.h"
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#include "m_swap.h"
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#include "m_alloc.h"
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//****************************************************************************
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//
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// LOCALS
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//
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//****************************************************************************
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//****************************************************************************
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//
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// findpage ()
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// - return the large page number a given frame resides in
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//
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//****************************************************************************
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static inline uint16_t findpage(anim_t *anim, uint16_t framenumber)
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{
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// curlpnum is initialized to 0xffff, obviously
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size_t i = anim->curlpnum & ~0xffff;
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size_t const nLps = anim->lpheader->nLps;
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bool j = true;
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if (framenumber < anim->currentframe)
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i = 0, j = false;
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// this scans the last used page and higher first and then scans the
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// previously accessed pages afterwards if it doesn't find anything
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do
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{
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for (; i < nLps; ++i)
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{
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lp_descriptor & lp = anim->LpArray[i];
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if (lp.baseRecord <= framenumber && framenumber < lp.baseRecord + lp.nRecords)
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return (uint16_t)i;
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}
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if (j && i == nLps)
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{
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// handle out of order pages... I don't think any Duke .ANM files
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// have them, but they're part of the file spec
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i = 0, j = false;
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continue;
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}
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break;
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}
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while (1);
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return (uint16_t)i;
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}
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//****************************************************************************
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//
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// loadpage ()
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// - seek out and set pointers to the large page specified
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//
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//****************************************************************************
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static inline void loadpage(anim_t *anim, uint16_t pagenumber, uint16_t **pagepointer)
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{
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if (anim->curlpnum == pagenumber)
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return;
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anim->curlpnum = pagenumber;
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anim->curlp = &anim->LpArray[pagenumber];
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*pagepointer = (uint16_t *)(anim->buffer + 0xb00 + (pagenumber*IMAGEBUFFERSIZE) +
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sizeof(lp_descriptor) + sizeof(uint16_t));
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}
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//****************************************************************************
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//
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// decodeframe ()
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// - I found this less obfuscated version of the .ANM "decompressor",
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// (c) 1998 "Jari Komppa aka Sol/Trauma". This code is public domain
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// but has been mostly rewritten by me.
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//
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// - As a side note, it looks like this format came about in 1989 and
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// never went anywhere after that, and appears to have been the format
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// used by Electronic Arts' DeluxePaint Animation, which never made it
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// past version 1.0.
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//
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//****************************************************************************
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static void decodeframe(uint8_t * srcP, uint8_t * dstP)
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{
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do
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{
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{
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/* short op */
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uint8_t count = *srcP++;
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if (!count) /* short RLE */
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{
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uint8_t color = *(srcP+1);
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count = *(uint8_t *)srcP;
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srcP += sizeof(int16_t);
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memset(dstP, color, count);
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dstP += count;
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continue;
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}
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else if ((count & 0x80) == 0) /* short copy */
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{
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memcpy(dstP, srcP, count);
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dstP += count;
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srcP += count;
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continue;
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}
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else if ((count &= ~0x80) > 0) /* short skip */
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{
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dstP += count;
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continue;
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}
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}
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{
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/* long op */
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uint16_t count = LittleShort((uint16_t)GetShort(srcP));
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srcP += sizeof(int16_t);
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if (!count) /* stop sign */
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return;
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else if ((count & 0x8000) == 0) /* long skip */
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{
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dstP += count;
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continue;
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}
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else if ((count &= ~0x8000) & 0x4000) /* long RLE */
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{
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uint8_t color = *srcP++;
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count &= ~0x4000;
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memset(dstP, color, count);
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dstP += count;
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continue;
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}
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/* long copy */
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memcpy(dstP, srcP, count);
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dstP += count;
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srcP += count;
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}
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}
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while (1);
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}
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//****************************************************************************
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//
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// renderframe ()
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// - draw the frame sepcified from the large page in the buffer pointed to
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//
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//****************************************************************************
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static void renderframe(anim_t *anim, uint16_t framenumber, uint16_t *pagepointer)
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{
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uint16_t offset = 0;
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uint16_t frame = framenumber - anim->curlp->baseRecord;
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while (frame--) offset += LittleShort(pagepointer[frame]);
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uint8_t *ppointer = (uint8_t *)(pagepointer) + anim->curlp->nRecords*2 + offset + 4;
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if ((ppointer-4)[1])
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{
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uint16_t const temp = LittleShort(((uint16_t *)(ppointer-4))[1]);
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ppointer += temp + (temp & 1);
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}
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decodeframe((uint8_t *)ppointer, (uint8_t *)anim->imagebuffer);
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}
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//****************************************************************************
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//
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// drawframe ()
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// - high level frame draw routine
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//
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//****************************************************************************
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static inline void drawframe(anim_t *anim, uint16_t framenumber)
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{
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loadpage(anim, findpage(anim, framenumber), &anim->thepage);
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renderframe(anim, framenumber, anim->thepage);
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}
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// <length> is the file size, for consistency checking.
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int32_t ANIM_LoadAnim(anim_t *anim, uint8_t *buffer, int32_t length)
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{
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if (memcmp(buffer, "LPF ", 4)) return -1;
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length -= sizeof(lpfileheader)+128+768;
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if (length < 0)
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return -1;
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anim->curlpnum = 0xffff;
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anim->currentframe = -1;
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// this just modifies the data in-place instead of copying it elsewhere now
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lpfileheader & lpheader = *(anim->lpheader = (lpfileheader *)(anim->buffer = buffer));
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lpheader.id = LittleLong(lpheader.id);
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lpheader.maxLps = LittleShort(lpheader.maxLps);
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lpheader.nLps = LittleShort(lpheader.nLps);
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lpheader.nRecords = LittleLong(lpheader.nRecords);
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lpheader.maxRecsPerLp = LittleShort(lpheader.maxRecsPerLp);
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lpheader.lpfTableOffset = LittleShort(lpheader.lpfTableOffset);
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lpheader.contentType = LittleLong(lpheader.contentType);
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lpheader.width = LittleShort(lpheader.width);
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lpheader.height = LittleShort(lpheader.height);
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lpheader.nFrames = LittleLong(lpheader.nFrames);
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lpheader.framesPerSecond = LittleShort(lpheader.framesPerSecond);
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length -= lpheader.nLps * sizeof(lp_descriptor);
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if (length < 0)
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return -2;
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buffer += sizeof(lpfileheader)+128;
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// load the color palette
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for (uint8_t * pal = anim->pal, * pal_end = pal+768; pal < pal_end; pal += 3, buffer += 4)
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{
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pal[2] = buffer[0];
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pal[1] = buffer[1];
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pal[0] = buffer[2];
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}
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// set up large page descriptors
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anim->LpArray = (lp_descriptor *)buffer;
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// theoretically we should be able to play files with more than 256 frames now
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// assuming the utilities to create them can make them that way
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for (lp_descriptor * lp = anim->LpArray, * lp_end = lp+lpheader.nLps; lp < lp_end; ++lp)
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{
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lp->baseRecord = LittleShort(lp->baseRecord);
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lp->nRecords = LittleShort(lp->nRecords);
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lp->nBytes = LittleShort(lp->nBytes);
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}
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return ANIM_NumFrames(anim) <= 0 ? -1 : 0;
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}
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uint8_t * ANIM_DrawFrame(anim_t *anim, int32_t framenumber)
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{
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uint32_t cnt = anim->currentframe;
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// handle first play and looping or rewinding
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if (cnt > (uint32_t)framenumber)
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cnt = 0;
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do drawframe(anim, cnt++);
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while (cnt < (uint32_t)framenumber);
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anim->currentframe = framenumber;
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return anim->imagebuffer;
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}
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144
src/common/textures/animlib.h
Normal file
144
src/common/textures/animlib.h
Normal file
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@ -0,0 +1,144 @@
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//-------------------------------------------------------------------------
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/*
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Copyright (C) 1996, 2003 - 3D Realms Entertainment
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This file is part of Duke Nukem 3D version 1.5 - Atomic Edition
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Duke Nukem 3D is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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|
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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|
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See the GNU General Public License for more details.
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|
||||
You should have received a copy of the GNU General Public License
|
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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Original Source: 1996 - Todd Replogle
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Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
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Modifications for JonoF's port by Jonathon Fowler (jf@jonof.id.au)
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*/
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//-------------------------------------------------------------------------
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#include <stdint.h>
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/////////////////////////////////////////////////////////////////////////////
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//
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// ANIMLIB.H
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//
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/////////////////////////////////////////////////////////////////////////////
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#pragma once
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#ifndef animlib_public_h_
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#define animlib_public_h_
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# pragma pack(push,1)
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/* structure declarations for deluxe animate large page files, doesn't
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need to be in the header because there are no exposed functions
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that use any of this directly */
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struct lpfileheader
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{
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uint32_t id; /* 4 uint8_tacter ID == "LPF " */
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uint16_t maxLps; /* max # largePages allowed. 256 FOR NOW. */
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uint16_t nLps; /* # largePages in this file. */
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uint32_t nRecords; /* # records in this file. 65534 is current limit + ring */
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uint16_t maxRecsPerLp; /* # records permitted in an lp. 256 FOR NOW. */
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uint16_t lpfTableOffset; /* Absolute Seek position of lpfTable. 1280 FOR NOW. */
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uint32_t contentType; /* 4 character ID == "ANIM" */
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uint16_t width; /* Width of screen in pixels. */
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uint16_t height; /* Height of screen in pixels. */
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uint8_t variant; /* 0==ANIM. */
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uint8_t version; /* 0==frame rate in 18/sec, 1= 70/sec */
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uint8_t hasLastDelta; /* 1==Last record is a delta from last-to-first frame. */
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uint8_t lastDeltaValid; /* 0==Ignore ring frame. */
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uint8_t pixelType; /* 0==256 color. */
|
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uint8_t CompressionType; /* 1==(RunSkipDump) Only one used FOR NOW. */
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uint8_t otherRecsPerFrm; /* 0 FOR NOW. */
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uint8_t bitmaptype; /* 1==320x200, 256-color. Only one implemented so far. */
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uint8_t recordTypes[32]; /* Not yet implemented. */
|
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uint32_t nFrames; /* Number of actual frames in the file, includes ring frame. */
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uint16_t framesPerSecond; /* Number of frames to play per second. */
|
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uint16_t pad2[29]; /* 58 bytes of filler to round up to 128 bytes total. */
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||||
};
|
||||
|
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// this is the format of a large page structure
|
||||
struct lp_descriptor
|
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{
|
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uint16_t baseRecord; // Number of first record in this large page.
|
||||
uint16_t nRecords; // Number of records in lp.
|
||||
// bit 15 of "nRecords" == "has continuation from previous lp".
|
||||
// bit 14 of "nRecords" == "final record continues on next lp".
|
||||
uint16_t nBytes; // Total number of bytes of contents, excluding header.
|
||||
};
|
||||
|
||||
#pragma pack(pop)
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||||
|
||||
#define IMAGEBUFFERSIZE 0x10000
|
||||
|
||||
struct anim_t
|
||||
{
|
||||
uint16_t framecount; // current frame of anim
|
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lpfileheader * lpheader; // file header will be loaded into this structure
|
||||
lp_descriptor * LpArray; // arrays of large page structs used to find frames
|
||||
uint16_t curlpnum; // initialize to an invalid Large page number
|
||||
lp_descriptor * curlp; // header of large page currently in memory
|
||||
uint16_t * thepage; // buffer where current large page is loaded
|
||||
uint8_t imagebuffer[IMAGEBUFFERSIZE]; // buffer where anim frame is decoded
|
||||
uint8_t * buffer;
|
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uint8_t pal[768];
|
||||
int32_t currentframe;
|
||||
};
|
||||
|
||||
//****************************************************************************
|
||||
//
|
||||
// ANIM_LoadAnim ()
|
||||
//
|
||||
// Setup internal anim data structure
|
||||
//
|
||||
//****************************************************************************
|
||||
|
||||
int32_t ANIM_LoadAnim(anim_t *anim, uint8_t *buffer, int32_t length);
|
||||
|
||||
//****************************************************************************
|
||||
//
|
||||
// ANIM_NumFrames ()
|
||||
//
|
||||
// returns the number of frames in the current anim
|
||||
//
|
||||
//****************************************************************************
|
||||
|
||||
inline int32_t ANIM_NumFrames(anim_t* anim)
|
||||
{
|
||||
return anim->lpheader->nRecords;
|
||||
}
|
||||
|
||||
//****************************************************************************
|
||||
//
|
||||
// ANIM_DrawFrame ()
|
||||
//
|
||||
// Draw the frame to a returned buffer
|
||||
//
|
||||
//****************************************************************************
|
||||
|
||||
uint8_t * ANIM_DrawFrame(anim_t* anim, int32_t framenumber);
|
||||
|
||||
//****************************************************************************
|
||||
//
|
||||
// ANIM_GetPalette ()
|
||||
//
|
||||
// return the palette of the anim
|
||||
//****************************************************************************
|
||||
|
||||
inline uint8_t* ANIM_GetPalette(anim_t* anim)
|
||||
{
|
||||
return anim->pal;
|
||||
}
|
||||
|
||||
#endif
|
|
@ -44,17 +44,44 @@
|
|||
|
||||
void AnimTexture::SetFrameSize(int format, int width, int height)
|
||||
{
|
||||
pixelformat = format;
|
||||
FTexture::SetSize(width, height);
|
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Image.Resize(width * height * (format == Paletted ? 1 : 3));
|
||||
pixelformat = format;
|
||||
memset(Image.Data(), 0, Image.Size());
|
||||
CleanHardwareTextures();
|
||||
}
|
||||
|
||||
void AnimTexture::SetFrame(const uint8_t* palette, const void* data_)
|
||||
{
|
||||
memcpy(Palette, palette, 768);
|
||||
memcpy(Image.Data(), data_, Width * Height * (pixelformat == Paletted ? 1 : 3));
|
||||
if (palette) memcpy(Palette, palette, 768);
|
||||
if (data_)
|
||||
{
|
||||
if (pixelformat == YUV)
|
||||
{
|
||||
auto spix = (const uint8_t*)data_;
|
||||
auto dpix = Image.Data();
|
||||
for (int i = 0; i < Width * Height; i++)
|
||||
{
|
||||
int p = i * 4;
|
||||
int q = i * 3;
|
||||
float y = spix[p] * (1 / 255.f);
|
||||
float u = spix[p + 1] * (1 / 255.f) - 0.5f;
|
||||
float v = spix[p + 2] * (1 / 255.f) - 0.5f;
|
||||
|
||||
y = 1.1643f * (y - 0.0625f);
|
||||
|
||||
float r = y + 1.5958f * v;
|
||||
float g = y - 0.39173f * u - 0.81290f * v;
|
||||
float b = y + 2.017f * u;
|
||||
|
||||
dpix[q + 0] = (uint8_t)(clamp(r, 0.f, 1.f) * 255);
|
||||
dpix[q + 1] = (uint8_t)(clamp(g, 0.f, 1.f) * 255);
|
||||
dpix[q + 2] = (uint8_t)(clamp(b, 0.f, 1.f) * 255);
|
||||
}
|
||||
}
|
||||
else memcpy(Image.Data(), data_, Width * Height * (pixelformat == Paletted ? 1 : 3));
|
||||
}
|
||||
CleanHardwareTextures();
|
||||
pixelformat = Paletted;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
|
@ -83,40 +110,18 @@ FBitmap AnimTexture::GetBgraBitmap(const PalEntry* remap, int* trans)
|
|||
dpix[p + 3] = 255;
|
||||
}
|
||||
}
|
||||
else if (pixelformat == RGB)
|
||||
else if (pixelformat == RGB || pixelformat == YUV)
|
||||
{
|
||||
for (int i = 0; i < Width * Height; i++)
|
||||
{
|
||||
int p = i * 4;
|
||||
dpix[p + 0] = spix[p + 2];
|
||||
dpix[p + 1] = spix[p + 1];
|
||||
dpix[p + 2] = spix[p];
|
||||
int q = i * 3;
|
||||
dpix[p + 0] = spix[q + 2];
|
||||
dpix[p + 1] = spix[q + 1];
|
||||
dpix[p + 2] = spix[q];
|
||||
dpix[p + 3] = 255;
|
||||
}
|
||||
}
|
||||
else if (pixelformat == YUV)
|
||||
{
|
||||
for (int i = 0; i < Width * Height; i++)
|
||||
{
|
||||
int p = i * 4;
|
||||
float y = spix[p] * (1 / 255.f);
|
||||
float u = spix[p + 1] * (1 / 255.f) - 0.5f;
|
||||
float v = spix[p + 2] * (1 / 255.f) - 0.5f;
|
||||
|
||||
y = 1.1643f * (y - 0.0625f);
|
||||
|
||||
float r = y + 1.5958f * v;
|
||||
float g = y - 0.39173f * u - 0.81290f * v;
|
||||
float b = y + 2.017f * u;
|
||||
|
||||
dpix[p + 0] = (uint8_t)(clamp(b, 0.f, 1.f) * 255);
|
||||
dpix[p + 1] = (uint8_t)(clamp(g, 0.f, 1.f) * 255);
|
||||
dpix[p + 2] = (uint8_t)(clamp(r, 0.f, 1.f) * 255);
|
||||
dpix[p + 3] = 255;
|
||||
}
|
||||
return bmp;
|
||||
|
||||
}
|
||||
return bmp;
|
||||
}
|
||||
|
||||
|
@ -135,8 +140,14 @@ AnimTextures::AnimTextures()
|
|||
|
||||
AnimTextures::~AnimTextures()
|
||||
{
|
||||
tex[0]->CleanHardwareData(true);
|
||||
tex[1]->CleanHardwareData(true);
|
||||
Clean();
|
||||
}
|
||||
|
||||
void AnimTextures::Clean()
|
||||
{
|
||||
if (tex[0]) tex[0]->CleanHardwareData(true);
|
||||
if (tex[1]) tex[1]->CleanHardwareData(true);
|
||||
tex[0] = tex[1] = nullptr;
|
||||
}
|
||||
|
||||
void AnimTextures::SetSize(int format, int width, int height)
|
||||
|
|
|
@ -29,6 +29,7 @@ class AnimTextures
|
|||
public:
|
||||
AnimTextures();
|
||||
~AnimTextures();
|
||||
void Clean();
|
||||
void SetSize(int format, int width, int height);
|
||||
void SetFrame(const uint8_t* palette, const void* data);
|
||||
FGameTexture* GetFrame()
|
||||
|
|
171
src/common/textures/formats/anmtexture.cpp
Normal file
171
src/common/textures/formats/anmtexture.cpp
Normal file
|
@ -0,0 +1,171 @@
|
|||
/*
|
||||
** anmtexture.cpp
|
||||
** Texture class for reading the first frame of Build ANM files
|
||||
**
|
||||
**---------------------------------------------------------------------------
|
||||
** Copyright 2020 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 "files.h"
|
||||
#include "filesystem.h"
|
||||
#include "bitmap.h"
|
||||
#include "imagehelpers.h"
|
||||
#include "image.h"
|
||||
#include "animlib.h"
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
class FAnmTexture : public FImageSource
|
||||
{
|
||||
|
||||
public:
|
||||
FAnmTexture (int lumpnum, int w, int h);
|
||||
void ReadFrame(uint8_t *buffer, uint8_t *palette);
|
||||
TArray<uint8_t> CreatePalettedPixels(int conversion) override;
|
||||
int CopyPixels(FBitmap *bmp, int conversion) override;
|
||||
};
|
||||
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
FImageSource *AnmImage_TryCreate(FileReader & file, int lumpnum)
|
||||
{
|
||||
file.Seek(0, FileReader::SeekSet);
|
||||
char check[4];
|
||||
file.Read(check, 4);
|
||||
if (memcmp(check, "LPF ", 4)) return nullptr;
|
||||
file.Seek(0, FileReader::SeekSet);
|
||||
auto buffer = file.ReadPadded(1);
|
||||
|
||||
anim_t anim;
|
||||
if (ANIM_LoadAnim(&anim, buffer.Data(), buffer.Size() - 1) < 0)
|
||||
{
|
||||
return nullptr;
|
||||
}
|
||||
int numframes = ANIM_NumFrames(&anim);
|
||||
if (numframes >= 1)
|
||||
{
|
||||
return new FAnmTexture(lumpnum, 320, 200);
|
||||
}
|
||||
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
FAnmTexture::FAnmTexture (int lumpnum, int w, int h)
|
||||
: FImageSource(lumpnum)
|
||||
{
|
||||
Width = w;
|
||||
Height = h;
|
||||
LeftOffset = 0;
|
||||
TopOffset = 0;
|
||||
}
|
||||
|
||||
void FAnmTexture::ReadFrame(uint8_t *pixels, uint8_t *palette)
|
||||
{
|
||||
FileData lump = fileSystem.ReadFile (SourceLump);
|
||||
uint8_t *source = (uint8_t *)lump.GetMem();
|
||||
|
||||
anim_t anim;
|
||||
if (ANIM_LoadAnim(&anim, source, (int)lump.GetSize()) >= 0)
|
||||
{
|
||||
int numframes = ANIM_NumFrames(&anim);
|
||||
if (numframes >= 1)
|
||||
{
|
||||
memcpy(palette, ANIM_GetPalette(&anim), 768);
|
||||
memcpy(pixels, ANIM_DrawFrame(&anim, 1), Width*Height);
|
||||
return;
|
||||
}
|
||||
}
|
||||
memset(pixels, 0, Width*Height);
|
||||
memset(palette, 0, 768);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
TArray<uint8_t> FAnmTexture::CreatePalettedPixels(int conversion)
|
||||
{
|
||||
TArray<uint8_t> pixels(Width*Height, true);
|
||||
uint8_t buffer[64000];
|
||||
uint8_t palette[768];
|
||||
uint8_t remap[256];
|
||||
|
||||
ReadFrame(buffer, palette);
|
||||
for(int i=0;i<256;i++)
|
||||
{
|
||||
remap[i] = ColorMatcher.Pick(palette[i*3], palette[i*3+1], palette[i*3+2]);
|
||||
}
|
||||
ImageHelpers::FlipNonSquareBlockRemap (pixels.Data(), buffer, Width, Height, Width, remap);
|
||||
return pixels;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
int FAnmTexture::CopyPixels(FBitmap *bmp, int conversion)
|
||||
{
|
||||
uint8_t buffer[64000];
|
||||
uint8_t palette[768];
|
||||
ReadFrame(buffer, palette);
|
||||
|
||||
auto dpix = bmp->GetPixels();
|
||||
for (int i = 0; i < Width * Height; i++)
|
||||
{
|
||||
int p = i * 4;
|
||||
int index = buffer[i];
|
||||
dpix[p + 0] = palette[index * 3 + 2];
|
||||
dpix[p + 1] = palette[index * 3 + 1];
|
||||
dpix[p + 2] = palette[index * 3];
|
||||
dpix[p + 3] = 255;
|
||||
}
|
||||
|
||||
return -1;
|
||||
}
|
||||
|
||||
|
|
@ -77,7 +77,7 @@ protected:
|
|||
int CopyPixels(FBitmap *bmp, int conversion) override;
|
||||
TArray<uint8_t> CreatePalettedPixels(int conversion) override;
|
||||
void CopyToBlock(uint8_t *dest, int dwidth, int dheight, FImageSource *source, int xpos, int ypos, int rotate, const uint8_t *translation, int style);
|
||||
void CollectForPrecache(PrecacheInfo &info, bool requiretruecolor);
|
||||
void CollectForPrecache(PrecacheInfo &info, bool requiretruecolor) override;
|
||||
|
||||
};
|
||||
|
||||
|
|
|
@ -127,13 +127,19 @@ FImageSource *PatchImage_TryCreate(FileReader & file, int lumpnum)
|
|||
{
|
||||
bool isalpha;
|
||||
|
||||
if (!CheckIfPatch(file, isalpha)) return NULL;
|
||||
file.Seek(0, FileReader::SeekSet);
|
||||
int width = file.ReadUInt16();
|
||||
int height = file.ReadUInt16();
|
||||
int leftoffset = file.ReadInt16();
|
||||
int topoffset = file.ReadInt16();
|
||||
return new FPatchTexture(lumpnum, width, height, leftoffset, topoffset, isalpha);
|
||||
// quickly reject any lump which cannot be a texture without reading in all the data.
|
||||
if (height > 0 && height <= 2048 && width > 0 && width <= 2048 && width < file.GetLength() / 4 && abs(leftoffset) < 4096 && abs(topoffset) < 4096)
|
||||
{
|
||||
if (!CheckIfPatch(file, isalpha)) return NULL;
|
||||
file.Seek(8, FileReader::SeekSet);
|
||||
return new FPatchTexture(lumpnum, width, height, leftoffset, topoffset, isalpha);
|
||||
}
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
|
|
@ -58,6 +58,7 @@ enum EGameTexFlags
|
|||
GTexf_DisableFullbrightSprites = 64, // This texture will not be displayed as fullbright sprite
|
||||
GTexf_BrightmapChecked = 128, // Check for a colormap-based brightmap was already done.
|
||||
GTexf_AutoMaterialsAdded = 256, // AddAutoMaterials has been called on this texture.
|
||||
GTexf_OffsetsNotForFont = 512, // The offsets must be ignored when using this texture in a font.
|
||||
};
|
||||
|
||||
// Refactoring helper to allow piece by piece adjustment of the API
|
||||
|
@ -91,7 +92,7 @@ class FGameTexture
|
|||
SpritePositioningInfo* spi = nullptr;
|
||||
|
||||
ISoftwareTexture* SoftwareTexture = nullptr;
|
||||
FMaterial* Material[4] = { };
|
||||
FMaterial* Material[5] = { };
|
||||
|
||||
// Material properties
|
||||
FVector2 detailScale = { 1.f, 1.f };
|
||||
|
@ -156,6 +157,7 @@ public:
|
|||
void SetWorldPanning(bool on) { if (on) flags |= GTexf_WorldPanning; else flags &= ~GTexf_WorldPanning; }
|
||||
bool allowNoDecals() const { return !!(flags & GTexf_NoDecals); }
|
||||
void SetNoDecals(bool on) { if (on) flags |= GTexf_NoDecals; else flags &= ~GTexf_NoDecals; }
|
||||
void SetOffsetsNotForFont() { flags |= GTexf_OffsetsNotForFont; }
|
||||
|
||||
bool isValid() const { return UseType != ETextureType::Null; }
|
||||
int isWarped() { return warped; }
|
||||
|
@ -208,12 +210,15 @@ public:
|
|||
float GetGlossiness() const { return Glossiness; }
|
||||
float GetSpecularLevel() const { return SpecularLevel; }
|
||||
|
||||
void CopySize(FGameTexture* BaseTexture)
|
||||
void CopySize(FGameTexture* BaseTexture, bool forfont = false)
|
||||
{
|
||||
Base->CopySize(BaseTexture->Base.get());
|
||||
SetDisplaySize(BaseTexture->GetDisplayWidth(), BaseTexture->GetDisplayHeight());
|
||||
SetOffsets(0, BaseTexture->GetTexelLeftOffset(0), BaseTexture->GetTexelTopOffset(0));
|
||||
SetOffsets(1, BaseTexture->GetTexelLeftOffset(1), BaseTexture->GetTexelTopOffset(1));
|
||||
if (!forfont || !(BaseTexture->flags & GTexf_OffsetsNotForFont))
|
||||
{
|
||||
SetOffsets(0, BaseTexture->GetTexelLeftOffset(0), BaseTexture->GetTexelTopOffset(0));
|
||||
SetOffsets(1, BaseTexture->GetTexelLeftOffset(1), BaseTexture->GetTexelTopOffset(1));
|
||||
}
|
||||
}
|
||||
|
||||
// Glowing is a pure material property that should not filter down to the actual texture objects.
|
||||
|
@ -234,6 +239,7 @@ public:
|
|||
TexelWidth = x;
|
||||
TexelHeight = y;
|
||||
SetDisplaySize(float(x), float(y));
|
||||
GetTexture()->SetSize(x, y);
|
||||
}
|
||||
void SetDisplaySize(float w, float h)
|
||||
{
|
||||
|
|
|
@ -29,6 +29,13 @@
|
|||
#include "c_cvars.h"
|
||||
#include "v_video.h"
|
||||
|
||||
static IHardwareTexture* (*layercallback)(int layer, int translation);
|
||||
|
||||
void FMaterial::SetLayerCallback(IHardwareTexture* (*cb)(int layer, int translation))
|
||||
{
|
||||
layercallback = cb;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// Constructor
|
||||
|
@ -42,8 +49,9 @@ FMaterial::FMaterial(FGameTexture * tx, int scaleflags)
|
|||
auto imgtex = tx->GetTexture();
|
||||
mTextureLayers.Push({ imgtex, scaleflags, -1 });
|
||||
|
||||
if (tx->GetUseType() == ETextureType::SWCanvas && static_cast<FWrapperTexture*>(imgtex)->GetColorFormat() == 0)
|
||||
if ((tx->GetUseType() == ETextureType::SWCanvas && static_cast<FWrapperTexture*>(imgtex)->GetColorFormat() == 0) || (scaleflags & CTF_Indexed))
|
||||
{
|
||||
mTextureLayers[0].scaleFlags |= CTF_Indexed;
|
||||
mShaderIndex = SHADER_Paletted;
|
||||
}
|
||||
else if (tx->isHardwareCanvas())
|
||||
|
@ -149,12 +157,25 @@ FMaterial::~FMaterial()
|
|||
//
|
||||
//===========================================================================
|
||||
|
||||
IHardwareTexture *FMaterial::GetLayer(int i, int translation, MaterialLayerInfo **pLayer) const
|
||||
IHardwareTexture* FMaterial::GetLayer(int i, int translation, MaterialLayerInfo** pLayer) const
|
||||
{
|
||||
auto &layer = mTextureLayers[i];
|
||||
if (pLayer) *pLayer = &layer;
|
||||
|
||||
if (layer.layerTexture) return layer.layerTexture->GetHardwareTexture(translation, layer.scaleFlags);
|
||||
if (mShaderIndex == SHADER_Paletted && i > 0 && layercallback)
|
||||
{
|
||||
static MaterialLayerInfo deflayer = { nullptr, 0, CLAMP_XY };
|
||||
if (i == 1 || i == 2)
|
||||
{
|
||||
if (pLayer) *pLayer = &deflayer;
|
||||
//This must be done with a user supplied callback because we cannot set up the rules for palette data selection here
|
||||
return layercallback(i, translation);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
auto& layer = mTextureLayers[i];
|
||||
if (pLayer) *pLayer = &layer;
|
||||
if (mShaderIndex == SHADER_Paletted) translation = -1;
|
||||
if (layer.layerTexture) return layer.layerTexture->GetHardwareTexture(translation, layer.scaleFlags);
|
||||
}
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
|
@ -169,6 +190,7 @@ FMaterial * FMaterial::ValidateTexture(FGameTexture * gtex, int scaleflags, bool
|
|||
{
|
||||
if (gtex && gtex->isValid())
|
||||
{
|
||||
if (scaleflags & CTF_Indexed) scaleflags = CTF_Indexed;
|
||||
if (!gtex->expandSprites()) scaleflags &= ~CTF_Expand;
|
||||
|
||||
FMaterial *hwtex = gtex->Material[scaleflags];
|
||||
|
|
|
@ -30,6 +30,8 @@ class FMaterial
|
|||
int mScaleFlags;
|
||||
|
||||
public:
|
||||
static void SetLayerCallback(IHardwareTexture* (*layercallback)(int layer, int translation));
|
||||
|
||||
FGameTexture *sourcetex; // the owning texture.
|
||||
|
||||
FMaterial(FGameTexture *tex, int scaleflags);
|
||||
|
|
|
@ -331,6 +331,7 @@ FImageSource *DDSImage_TryCreate(FileReader &, int lumpnum);
|
|||
FImageSource *PCXImage_TryCreate(FileReader &, int lumpnum);
|
||||
FImageSource *TGAImage_TryCreate(FileReader &, int lumpnum);
|
||||
FImageSource *StbImage_TryCreate(FileReader &, int lumpnum);
|
||||
FImageSource *AnmImage_TryCreate(FileReader &, int lumpnum);
|
||||
FImageSource *RawPageImage_TryCreate(FileReader &, int lumpnum);
|
||||
FImageSource *FlatImage_TryCreate(FileReader &, int lumpnum);
|
||||
FImageSource *PatchImage_TryCreate(FileReader &, int lumpnum);
|
||||
|
@ -350,6 +351,7 @@ FImageSource * FImageSource::GetImage(int lumpnum, bool isflat)
|
|||
{ PCXImage_TryCreate, false },
|
||||
{ StbImage_TryCreate, false },
|
||||
{ TGAImage_TryCreate, false },
|
||||
{ AnmImage_TryCreate, false },
|
||||
{ RawPageImage_TryCreate, false },
|
||||
{ FlatImage_TryCreate, true }, // flat detection is not reliable, so only consider this for real flats.
|
||||
{ PatchImage_TryCreate, false },
|
||||
|
|
|
@ -528,17 +528,15 @@ outl:
|
|||
|
||||
IHardwareTexture* FTexture::GetHardwareTexture(int translation, int scaleflags)
|
||||
{
|
||||
//if (UseType != ETextureType::Null)
|
||||
int indexed = scaleflags & CTF_Indexed;
|
||||
if (indexed) translation = -1;
|
||||
IHardwareTexture* hwtex = SystemTextures.GetHardwareTexture(translation, scaleflags);
|
||||
if (hwtex == nullptr)
|
||||
{
|
||||
IHardwareTexture* hwtex = SystemTextures.GetHardwareTexture(translation, scaleflags);
|
||||
if (hwtex == nullptr)
|
||||
{
|
||||
hwtex = screen->CreateHardwareTexture(4);
|
||||
SystemTextures.AddHardwareTexture(translation, scaleflags, hwtex);
|
||||
hwtex = screen->CreateHardwareTexture(indexed? 1 : 4);
|
||||
SystemTextures.AddHardwareTexture(translation, scaleflags, hwtex);
|
||||
}
|
||||
return hwtex;
|
||||
}
|
||||
return nullptr;
|
||||
return hwtex;
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -240,7 +240,7 @@ FTextureID FTextureManager::CheckForTexture (const char *name, ETextureType uset
|
|||
{
|
||||
// We intentionally only look for textures in subdirectories.
|
||||
// Any graphic being placed in the zip's root directory can not be found by this.
|
||||
if (strchr(name, '/'))
|
||||
if (strchr(name, '/') || (flags & TEXMAN_ForceLookup))
|
||||
{
|
||||
FGameTexture *const NO_TEXTURE = (FGameTexture*)-1;
|
||||
int lump = fileSystem.CheckNumForFullName(name);
|
||||
|
|
|
@ -47,9 +47,9 @@ public:
|
|||
}
|
||||
|
||||
// This only gets used in UI code so we do not need PALVERS handling.
|
||||
FGameTexture* GetGameTextureByName(const char *name, bool animate = false)
|
||||
FGameTexture* GetGameTextureByName(const char *name, bool animate = false, int flags = 0)
|
||||
{
|
||||
FTextureID texnum = GetTextureID(name, ETextureType::MiscPatch);
|
||||
FTextureID texnum = GetTextureID(name, ETextureType::MiscPatch, flags);
|
||||
return InternalGetTexture(texnum.GetIndex(), animate, true);
|
||||
}
|
||||
|
||||
|
@ -88,7 +88,8 @@ public:
|
|||
TEXMAN_AllowSkins = 8,
|
||||
TEXMAN_ShortNameOnly = 16,
|
||||
TEXMAN_DontCreate = 32,
|
||||
TEXMAN_Localize = 64
|
||||
TEXMAN_Localize = 64,
|
||||
TEXMAN_ForceLookup = 128
|
||||
};
|
||||
|
||||
enum
|
||||
|
|
Loading…
Reference in a new issue