- separated the savepic texture handler from the regular PNG texture

This was leaking memory with being handled like a regular image texture and also would prevent further changes to the in-game texture handling because the savegame picture was imposing some limitations on FPNGTexture's implementation
This commit is contained in:
Christoph Oelckers 2018-12-12 02:03:54 +01:00
parent 2cf6d213e2
commit 245a8243b0
2 changed files with 139 additions and 85 deletions

View File

@ -51,8 +51,7 @@
class FPNGTexture : public FImageSource
{
public:
FPNGTexture (FileReader &lump, int lumpnum, const FString &filename, int width, int height, uint8_t bitdepth, uint8_t colortype, uint8_t interlace);
~FPNGTexture();
FPNGTexture (FileReader &lump, int lumpnum, int width, int height, uint8_t bitdepth, uint8_t colortype, uint8_t interlace);
int CopyPixels(FBitmap *bmp, int conversion) override;
TArray<uint8_t> CreatePalettedPixels(int conversion) override;
@ -60,9 +59,6 @@ public:
protected:
void ReadAlphaRemap(FileReader *lump, uint8_t *alpharemap);
FString SourceFile;
FileReader fr;
uint8_t BitDepth;
uint8_t ColorType;
uint8_t Interlace;
@ -141,7 +137,7 @@ FImageSource *PNGImage_TryCreate(FileReader & data, int lumpnum)
}
}
return new FPNGTexture (data, lumpnum, FString(), width, height, bitdepth, colortype, interlace);
return new FPNGTexture (data, lumpnum, width, height, bitdepth, colortype, interlace);
}
//==========================================================================
@ -150,49 +146,9 @@ FImageSource *PNGImage_TryCreate(FileReader & data, int lumpnum)
//
//==========================================================================
FTexture *PNGTexture_CreateFromFile(PNGHandle *png, const FString &filename)
{
if (M_FindPNGChunk(png, MAKE_ID('I','H','D','R')) == 0)
{
return NULL;
}
// Check the IHDR to make sure it's a type of PNG we support.
auto &data = png->File;
int width = data.ReadInt32BE();
int height = data.ReadInt32BE();
uint8_t bitdepth = data.ReadUInt8();
uint8_t colortype = data.ReadUInt8();
uint8_t compression = data.ReadUInt8();
uint8_t filter = data.ReadUInt8();
uint8_t interlace = data.ReadUInt8();
if (compression != 0 || filter != 0 || interlace > 1)
{
return NULL;
}
if (!((1 << colortype) & 0x5D))
{
return NULL;
}
if (!((1 << bitdepth) & 0x116))
{
return NULL;
}
return new FImageTexture(new FPNGTexture (png->File, -1, filename, width, height, bitdepth, colortype, interlace));
}
//==========================================================================
//
//
//
//==========================================================================
FPNGTexture::FPNGTexture (FileReader &lump, int lumpnum, const FString &filename, int width, int height,
FPNGTexture::FPNGTexture (FileReader &lump, int lumpnum, int width, int height,
uint8_t depth, uint8_t colortype, uint8_t interlace)
: FImageSource(lumpnum), SourceFile(filename),
: FImageSource(lumpnum),
BitDepth(depth), ColorType(colortype), Interlace(interlace), HaveTrans(false)
{
union
@ -291,7 +247,7 @@ FPNGTexture::FPNGTexture (FileReader &lump, int lumpnum, const FString &filename
{
bMasked = true;
PaletteSize = 256;
PaletteMap = new uint8_t[256];
PaletteMap = (uint8_t*)ImageArena.Alloc(PaletteSize);
memcpy (PaletteMap, ImageHelpers::GrayMap, 256);
PaletteMap[NonPaletteTrans[0]] = 0;
}
@ -302,7 +258,7 @@ FPNGTexture::FPNGTexture (FileReader &lump, int lumpnum, const FString &filename
break;
case 3: // Paletted
PaletteMap = new uint8_t[PaletteSize];
PaletteMap = (uint8_t*)ImageArena.Alloc(PaletteSize);
GPalette.MakeRemap (p.palette, PaletteMap, trans, PaletteSize);
for (i = 0; i < PaletteSize; ++i)
{
@ -322,23 +278,6 @@ FPNGTexture::FPNGTexture (FileReader &lump, int lumpnum, const FString &filename
bMasked = HaveTrans;
break;
}
// If this is a savegame we must keep the reader.
if (lumpnum == -1) fr = std::move(lump);
}
//==========================================================================
//
//
//
//==========================================================================
FPNGTexture::~FPNGTexture ()
{
if (PaletteMap != nullptr && PaletteMap != ImageHelpers::GrayMap)
{
delete[] PaletteMap;
PaletteMap = nullptr;
}
}
//==========================================================================
@ -372,15 +311,8 @@ TArray<uint8_t> FPNGTexture::CreatePalettedPixels(int conversion)
FileReader *lump;
FileReader lfr;
if (SourceLump >= 0)
{
lfr = Wads.OpenLumpReader(SourceLump);
lump = &lfr;
}
else
{
lump = &fr;
}
lfr = Wads.OpenLumpReader(SourceLump);
lump = &lfr;
TArray<uint8_t> Pixels(Width*Height, true);
if (StartOfIDAT == 0)
@ -524,15 +456,8 @@ int FPNGTexture::CopyPixels(FBitmap *bmp, int conversion)
FileReader *lump;
FileReader lfr;
if (SourceLump >= 0)
{
lfr = Wads.OpenLumpReader(SourceLump);
lump = &lfr;
}
else
{
lump = &fr;
}
lfr = Wads.OpenLumpReader(SourceLump);
lump = &lfr;
lump->Seek(33, FileReader::SeekSet);
for(int i = 0; i < 256; i++) // default to a gray map
@ -630,3 +555,131 @@ int FPNGTexture::CopyPixels(FBitmap *bmp, int conversion)
delete[] Pixels;
return transpal;
}
//==========================================================================
//
// A savegame picture
// This is essentially a stripped down version of the PNG texture
// only supporting the features actually present in a savegame
// that does not use an image source, because image sources are not
// meant to be transient data like the savegame picture.
//
//==========================================================================
class FPNGFileTexture : public FTexture
{
public:
FPNGFileTexture (FileReader &lump, int width, int height, uint8_t colortype);
virtual FBitmap GetBgraBitmap(PalEntry *remap, int *trans);
protected:
FileReader fr;
uint8_t ColorType;
int PaletteSize;
};
//==========================================================================
//
//
//
//==========================================================================
FTexture *PNGTexture_CreateFromFile(PNGHandle *png, const FString &filename)
{
if (M_FindPNGChunk(png, MAKE_ID('I','H','D','R')) == 0)
{
return nullptr;
}
// Savegame images can only be either 8 bit paletted or 24 bit RGB
auto &data = png->File;
int width = data.ReadInt32BE();
int height = data.ReadInt32BE();
uint8_t bitdepth = data.ReadUInt8();
uint8_t colortype = data.ReadUInt8();
uint8_t compression = data.ReadUInt8();
uint8_t filter = data.ReadUInt8();
uint8_t interlace = data.ReadUInt8();
// Reject anything that cannot be put into a savegame picture by GZDoom itself.
if (compression != 0 || filter != 0 || interlace > 0 || bitdepth != 8 || (colortype != 2 && colortype != 3)) return nullptr;
else return new FPNGFileTexture (png->File, width, height, colortype);
}
//==========================================================================
//
//
//
//==========================================================================
FPNGFileTexture::FPNGFileTexture (FileReader &lump, int width, int height, uint8_t colortype)
: ColorType(colortype)
{
Width = width;
Height = height;
fr = std::move(lump);
}
//===========================================================================
//
// FPNGTexture::CopyPixels
//
//===========================================================================
FBitmap FPNGFileTexture::GetBgraBitmap(PalEntry *remap, int *trans)
{
FBitmap bmp;
// Parse pre-IDAT chunks. I skip the CRCs. Is that bad?
PalEntry pe[256];
uint32_t len, id;
int pixwidth = Width * (ColorType == 2? 3:1);
FileReader *lump = &fr;
bmp.Create(Width, Height);
lump->Seek(33, FileReader::SeekSet);
lump->Read(&len, 4);
lump->Read(&id, 4);
while (id != MAKE_ID('I','D','A','T') && id != MAKE_ID('I','E','N','D'))
{
len = BigLong((unsigned int)len);
if (id != MAKE_ID('P','L','T','E'))
lump->Seek (len, FileReader::SeekCur);
else
{
PaletteSize = MIN<int> (len / 3, 256);
for(int i = 0; i < PaletteSize; i++)
{
pe[i].r = lump->ReadUInt8();
pe[i].g = lump->ReadUInt8();
pe[i].b = lump->ReadUInt8();
}
}
lump->Seek(4, FileReader::SeekCur); // Skip CRC
lump->Read(&len, 4);
id = MAKE_ID('I','E','N','D');
lump->Read(&id, 4);
}
auto StartOfIDAT = (uint32_t)lump->Tell() - 8;
TArray<uint8_t> Pixels(pixwidth * Height);
lump->Seek (StartOfIDAT, FileReader::SeekSet);
lump->Read(&len, 4);
lump->Read(&id, 4);
M_ReadIDAT (*lump, Pixels.Data(), Width, Height, pixwidth, 8, ColorType, 0, BigLong((unsigned int)len));
if (ColorType == 3)
{
bmp.CopyPixelData(0, 0, Pixels.Data(), Width, Height, 1, Width, 0, pe);
}
else
{
bmp.CopyPixelDataRGB(0, 0, Pixels.Data(), Width, Height, 3, pixwidth, 0, CF_RGB);
}
return bmp;
}

View File

@ -687,6 +687,7 @@ public:
bMasked = false;
bHasCanvas = true;
bTranslucent = false;
bNoExpand = true;
UseType = ETextureType::Wall;
}