gzdoom/src/textures/pngtexture.cpp
Randy Heit a2573e4bb3 - Fixes to compile with GCC 4.5.0.
SVN r2660 (trunk)
2010-09-01 03:30:18 +00:00

691 lines
16 KiB
C++

/*
** pngtexture.cpp
** Texture class for PNG images
**
**---------------------------------------------------------------------------
** Copyright 2004-2007 Randy Heit
** 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 "doomtype.h"
#include "files.h"
#include "r_local.h"
#include "w_wad.h"
#include "templates.h"
#include "m_png.h"
#include "bitmap.h"
#include "v_palette.h"
//==========================================================================
//
// A PNG texture
//
//==========================================================================
class FPNGTexture : public FTexture
{
public:
FPNGTexture (FileReader &lump, int lumpnum, const FString &filename, int width, int height, BYTE bitdepth, BYTE colortype, BYTE interlace);
~FPNGTexture ();
const BYTE *GetColumn (unsigned int column, const Span **spans_out);
const BYTE *GetPixels ();
void Unload ();
FTextureFormat GetFormat ();
int CopyTrueColorPixels(FBitmap *bmp, int x, int y, int rotate, FCopyInfo *inf = NULL);
bool UseBasePalette();
protected:
FString SourceFile;
BYTE *Pixels;
Span **Spans;
BYTE BitDepth;
BYTE ColorType;
BYTE Interlace;
BYTE *PaletteMap;
int PaletteSize;
DWORD StartOfIDAT;
void MakeTexture ();
friend class FTexture;
};
//==========================================================================
//
//
//
//==========================================================================
FTexture *PNGTexture_TryCreate(FileReader & data, int lumpnum)
{
union
{
DWORD dw;
WORD w[2];
BYTE b[4];
} first4bytes;
DWORD width, height;
BYTE bitdepth, colortype, compression, filter, interlace;
// This is most likely a PNG, but make sure. (Note that if the
// first 4 bytes match, but later bytes don't, we assume it's
// a corrupt PNG.)
data.Seek(0, SEEK_SET);
if (data.Read (first4bytes.b, 4) != 4) return NULL;
if (first4bytes.dw != MAKE_ID(137,'P','N','G')) return NULL;
if (data.Read (first4bytes.b, 4) != 4) return NULL;
if (first4bytes.dw != MAKE_ID(13,10,26,10)) return NULL;
if (data.Read (first4bytes.b, 4) != 4) return NULL;
if (first4bytes.dw != MAKE_ID(0,0,0,13)) return NULL;
if (data.Read (first4bytes.b, 4) != 4) return NULL;
if (first4bytes.dw != MAKE_ID('I','H','D','R')) return NULL;
// The PNG looks valid so far. Check the IHDR to make sure it's a
// type of PNG we support.
data.Read(&width, 4);
data.Read(&height, 4);
data >> bitdepth >> colortype >> compression >> filter >> interlace;
if (compression != 0 || filter != 0 || interlace > 1)
{
return NULL;
}
if (!((1 << colortype) & 0x5D))
{
return NULL;
}
if (!((1 << bitdepth) & 0x116))
{
return NULL;
}
// Just for completeness, make sure the PNG has something more than an IHDR.
data.Seek (4, SEEK_CUR);
data.Read (first4bytes.b, 4);
if (first4bytes.dw == 0)
{
data.Read (first4bytes.b, 4);
if (first4bytes.dw == MAKE_ID('I','E','N','D'))
{
return NULL;
}
}
return new FPNGTexture (data, lumpnum, FString(), BigLong((int)width), BigLong((int)height),
bitdepth, colortype, interlace);
}
//==========================================================================
//
//
//
//==========================================================================
FTexture *PNGTexture_CreateFromFile(PNGHandle *png, const FString &filename)
{
DWORD width, height;
BYTE bitdepth, colortype, compression, filter, interlace;
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.
png->File->Read(&width, 4);
png->File->Read(&height, 4);
(*png->File) >> bitdepth >> colortype >> compression >> filter >> interlace;
if (compression != 0 || filter != 0 || interlace > 1)
{
return NULL;
}
if (!((1 << colortype) & 0x5D))
{
return NULL;
}
if (!((1 << bitdepth) & 0x116))
{
return NULL;
}
return new FPNGTexture (*png->File, -1, filename, BigLong((int)width), BigLong((int)height),
bitdepth, colortype, interlace);
}
//==========================================================================
//
//
//
//==========================================================================
FPNGTexture::FPNGTexture (FileReader &lump, int lumpnum, const FString &filename, int width, int height,
BYTE depth, BYTE colortype, BYTE interlace)
: FTexture(NULL, lumpnum), SourceFile(filename), Pixels(0), Spans(0),
BitDepth(depth), ColorType(colortype), Interlace(interlace),
PaletteMap(0), PaletteSize(0), StartOfIDAT(0)
{
union
{
DWORD palette[256];
BYTE pngpal[256][3];
} p;
BYTE trans[256];
bool havetRNS = false;
DWORD len, id;
int i;
UseType = TEX_MiscPatch;
LeftOffset = 0;
TopOffset = 0;
bMasked = false;
Width = width;
Height = height;
CalcBitSize ();
memset(trans, 255, 256);
// Parse pre-IDAT chunks. I skip the CRCs. Is that bad?
lump.Seek(33, SEEK_SET);
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);
switch (id)
{
default:
lump.Seek (len, SEEK_CUR);
break;
case MAKE_ID('g','r','A','b'):
// This is like GRAB found in an ILBM, except coordinates use 4 bytes
{
DWORD hotx, hoty;
int ihotx, ihoty;
lump.Read(&hotx, 4);
lump.Read(&hoty, 4);
ihotx = BigLong((int)hotx);
ihoty = BigLong((int)hoty);
if (ihotx < -32768 || ihotx > 32767)
{
Printf ("X-Offset for PNG texture %s is bad: %d (0x%08x)\n", Wads.GetLumpFullName (lumpnum), ihotx, ihotx);
ihotx = 0;
}
if (ihoty < -32768 || ihoty > 32767)
{
Printf ("Y-Offset for PNG texture %s is bad: %d (0x%08x)\n", Wads.GetLumpFullName (lumpnum), ihoty, ihoty);
ihoty = 0;
}
LeftOffset = ihotx;
TopOffset = ihoty;
}
break;
case MAKE_ID('P','L','T','E'):
PaletteSize = MIN<int> (len / 3, 256);
lump.Read (p.pngpal, PaletteSize * 3);
if (PaletteSize * 3 != (int)len)
{
lump.Seek (len - PaletteSize * 3, SEEK_CUR);
}
for (i = PaletteSize - 1; i >= 0; --i)
{
p.palette[i] = MAKERGB(p.pngpal[i][0], p.pngpal[i][1], p.pngpal[i][2]);
}
break;
case MAKE_ID('t','R','N','S'):
lump.Read (trans, len);
havetRNS = true;
break;
case MAKE_ID('a','l','P','h'):
bAlphaTexture = true;
bMasked = true;
break;
}
lump.Seek(4, SEEK_CUR); // Skip CRC
lump.Read(&len, 4);
id = MAKE_ID('I','E','N','D');
lump.Read(&id, 4);
}
StartOfIDAT = lump.Tell() - 8;
switch (colortype)
{
case 4: // Grayscale + Alpha
bMasked = true;
// intentional fall-through
case 0: // Grayscale
if (!bAlphaTexture)
{
if (colortype == 0 && havetRNS && trans[0] != 0)
{
bMasked = true;
PaletteSize = 256;
PaletteMap = new BYTE[256];
memcpy (PaletteMap, GrayMap, 256);
PaletteMap[trans[0]] = 0;
}
else
{
PaletteMap = GrayMap;
}
}
break;
case 3: // Paletted
PaletteMap = new BYTE[PaletteSize];
GPalette.MakeRemap (p.palette, PaletteMap, trans, PaletteSize);
for (i = 0; i < PaletteSize; ++i)
{
if (trans[i] == 0)
{
bMasked = true;
PaletteMap[i] = 0;
}
}
break;
case 6: // RGB + Alpha
bMasked = true;
break;
}
}
//==========================================================================
//
//
//
//==========================================================================
FPNGTexture::~FPNGTexture ()
{
Unload ();
if (Spans != NULL)
{
FreeSpans (Spans);
Spans = NULL;
}
if (PaletteMap != NULL && PaletteMap != GrayMap)
{
delete[] PaletteMap;
PaletteMap = NULL;
}
}
//==========================================================================
//
//
//
//==========================================================================
void FPNGTexture::Unload ()
{
if (Pixels != NULL)
{
delete[] Pixels;
Pixels = NULL;
}
}
//==========================================================================
//
//
//
//==========================================================================
FTextureFormat FPNGTexture::GetFormat()
{
#if 0
switch (ColorType)
{
case 3: return TEX_Pal;
case 0: return TEX_Gray;
default: return TEX_RGB;
}
#else
// For now, create a true color texture to preserve all colors.
return TEX_RGB;
#endif
}
//==========================================================================
//
//
//
//==========================================================================
const BYTE *FPNGTexture::GetColumn (unsigned int column, const Span **spans_out)
{
if (Pixels == NULL)
{
MakeTexture ();
}
if ((unsigned)column >= (unsigned)Width)
{
if (WidthMask + 1 == Width)
{
column &= WidthMask;
}
else
{
column %= Width;
}
}
if (spans_out != NULL)
{
if (Spans == NULL)
{
Spans = CreateSpans (Pixels);
}
*spans_out = Spans[column];
}
return Pixels + column*Height;
}
//==========================================================================
//
//
//
//==========================================================================
const BYTE *FPNGTexture::GetPixels ()
{
if (Pixels == NULL)
{
MakeTexture ();
}
return Pixels;
}
//==========================================================================
//
//
//
//==========================================================================
void FPNGTexture::MakeTexture ()
{
FileReader *lump;
if (SourceLump >= 0)
{
lump = new FWadLump(Wads.OpenLumpNum(SourceLump));
}
else
{
lump = new FileReader(SourceFile.GetChars());
}
Pixels = new BYTE[Width*Height];
if (StartOfIDAT == 0)
{
memset (Pixels, 0x99, Width*Height);
}
else
{
DWORD len, id;
lump->Seek (StartOfIDAT, SEEK_SET);
lump->Read(&len, 4);
lump->Read(&id, 4);
if (ColorType == 0 || ColorType == 3) /* Grayscale and paletted */
{
M_ReadIDAT (lump, Pixels, Width, Height, Width, BitDepth, ColorType, Interlace, BigLong((unsigned int)len));
if (Width == Height)
{
if (PaletteMap != NULL)
{
FlipSquareBlockRemap (Pixels, Width, Height, PaletteMap);
}
else
{
FlipSquareBlock (Pixels, Width, Height);
}
}
else
{
BYTE *newpix = new BYTE[Width*Height];
if (PaletteMap != NULL)
{
FlipNonSquareBlockRemap (newpix, Pixels, Width, Height, Width, PaletteMap);
}
else
{
FlipNonSquareBlock (newpix, Pixels, Width, Height, Width);
}
BYTE *oldpix = Pixels;
Pixels = newpix;
delete[] oldpix;
}
}
else /* RGB and/or Alpha present */
{
int bytesPerPixel = ColorType == 2 ? 3 : ColorType == 4 ? 2 : 4;
BYTE *tempix = new BYTE[Width * Height * bytesPerPixel];
BYTE *in, *out;
int x, y, pitch, backstep;
M_ReadIDAT (lump, tempix, Width, Height, Width*bytesPerPixel, BitDepth, ColorType, Interlace, BigLong((unsigned int)len));
in = tempix;
out = Pixels;
// Convert from source format to paletted, column-major.
// Formats with alpha maps are reduced to only 1 bit of alpha.
switch (ColorType)
{
case 2: // RGB
pitch = Width * 3;
backstep = Height * pitch - 3;
for (x = Width; x > 0; --x)
{
for (y = Height; y > 0; --y)
{
*out++ = RGB32k[in[0]>>3][in[1]>>3][in[2]>>3];
in += pitch;
}
in -= backstep;
}
break;
case 4: // Grayscale + Alpha
pitch = Width * 2;
backstep = Height * pitch - 2;
if (PaletteMap != NULL)
{
for (x = Width; x > 0; --x)
{
for (y = Height; y > 0; --y)
{
*out++ = in[1] < 128 ? 0 : PaletteMap[in[0]];
in += pitch;
}
in -= backstep;
}
}
else
{
for (x = Width; x > 0; --x)
{
for (y = Height; y > 0; --y)
{
*out++ = in[1] < 128 ? 0 : in[0];
in += pitch;
}
in -= backstep;
}
}
break;
case 6: // RGB + Alpha
pitch = Width * 4;
backstep = Height * pitch - 4;
for (x = Width; x > 0; --x)
{
for (y = Height; y > 0; --y)
{
*out++ = in[3] < 128 ? 0 : RGB32k[in[0]>>3][in[1]>>3][in[2]>>3];
in += pitch;
}
in -= backstep;
}
break;
}
delete[] tempix;
}
}
delete lump;
}
//===========================================================================
//
// FPNGTexture::CopyTrueColorPixels
//
//===========================================================================
int FPNGTexture::CopyTrueColorPixels(FBitmap *bmp, int x, int y, int rotate, FCopyInfo *inf)
{
// Parse pre-IDAT chunks. I skip the CRCs. Is that bad?
PalEntry pe[256];
DWORD len, id;
FileReader *lump;
static char bpp[] = {1, 0, 3, 1, 2, 0, 4};
int pixwidth = Width * bpp[ColorType];
int transpal = false;
if (SourceLump >= 0)
{
lump = new FWadLump(Wads.OpenLumpNum(SourceLump));
}
else
{
lump = new FileReader(SourceFile.GetChars());
}
lump->Seek(33, SEEK_SET);
for(int i = 0; i < 256; i++) // default to a gray map
pe[i] = PalEntry(255,i,i,i);
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);
switch (id)
{
default:
lump->Seek (len, SEEK_CUR);
break;
case MAKE_ID('P','L','T','E'):
for(int i = 0; i < PaletteSize; i++)
{
(*lump) >> pe[i].r >> pe[i].g >> pe[i].b;
}
break;
case MAKE_ID('t','R','N','S'):
for(DWORD i = 0; i < len; i++)
{
(*lump) >> pe[i].a;
if (pe[i].a != 0 && pe[i].a != 255)
transpal = true;
}
break;
}
lump->Seek(4, SEEK_CUR); // Skip CRC
lump->Read(&len, 4);
id = MAKE_ID('I','E','N','D');
lump->Read(&id, 4);
}
BYTE * Pixels = new BYTE[pixwidth * Height];
lump->Seek (StartOfIDAT, SEEK_SET);
lump->Read(&len, 4);
lump->Read(&id, 4);
M_ReadIDAT (lump, Pixels, Width, Height, pixwidth, BitDepth, ColorType, Interlace, BigLong((unsigned int)len));
delete lump;
switch (ColorType)
{
case 0:
case 3:
bmp->CopyPixelData(x, y, Pixels, Width, Height, 1, Width, rotate, pe, inf);
break;
case 2:
bmp->CopyPixelDataRGB(x, y, Pixels, Width, Height, 3, pixwidth, rotate, CF_RGB, inf);
break;
case 4:
bmp->CopyPixelDataRGB(x, y, Pixels, Width, Height, 2, pixwidth, rotate, CF_IA, inf);
transpal = -1;
break;
case 6:
bmp->CopyPixelDataRGB(x, y, Pixels, Width, Height, 4, pixwidth, rotate, CF_RGBA, inf);
transpal = -1;
break;
default:
break;
}
delete[] Pixels;
return transpal;
}
//===========================================================================
//
// This doesn't check if the palette is identical with the base palette
// I don't think it's worth the hassle because it's only of importance
// when compositing multipatch textures.
//
//===========================================================================
bool FPNGTexture::UseBasePalette()
{
return false;
}