- fixed startup and font init crashes.

This commit is contained in:
Christoph Oelckers 2020-05-04 20:06:54 +02:00
parent 028cc6a828
commit 3fd4d08004
15 changed files with 271 additions and 132 deletions

View file

@ -931,7 +931,6 @@ set (PCH_SOURCES
rendering/hwrenderer/hw_models.cpp
rendering/hwrenderer/hw_postprocessshader.cpp
rendering/hwrenderer/hw_precache.cpp
rendering/hwrenderer/hw_draw2d.cpp
rendering/hwrenderer/scene/hw_lighting.cpp
rendering/hwrenderer/scene/hw_drawlistadd.cpp
rendering/hwrenderer/scene/hw_setcolor.cpp
@ -1114,6 +1113,7 @@ set (PCH_SOURCES
common/rendering/v_video.cpp
common/rendering/r_thread.cpp
common/rendering/r_videoscale.cpp
common/rendering/hwrenderer/hw_draw2d.cpp
common/rendering/hwrenderer/data/hw_clock.cpp
common/rendering/hwrenderer/data/hw_skydome.cpp
common/rendering/hwrenderer/data/flatvertices.cpp

View file

@ -677,7 +677,7 @@ void F2DDrawer::AddPoly(FGameTexture* img, FVector4* vt, size_t vtcount, unsigne
//
//==========================================================================
void F2DDrawer::AddFlatFill(int left, int top, int right, int bottom, FGameTexture *src, bool local_origin)
void F2DDrawer::AddFlatFill(int left, int top, int right, int bottom, FGameTexture *src, int local_origin, double flatscale)
{
float fU1, fU2, fV1, fV2;
@ -690,27 +690,83 @@ void F2DDrawer::AddFlatFill(int left, int top, int right, int bottom, FGameTextu
dg.mTexture = src;
dg.mFlags = DTF_Wrap;
// scaling is not used here.
if (!local_origin)
{
fU1 = float(left) / (float)src->GetDisplayWidth();
fV1 = float(top) / (float)src->GetDisplayHeight();
fU2 = float(right) / (float)src->GetDisplayWidth();
fV2 = float(bottom) / (float)src->GetDisplayHeight();
}
else
float fs = 1.f / float(flatscale);
bool flipc = false;
switch (local_origin)
{
case 0:
fU1 = float(left) / (float)src->GetDisplayWidth() * fs;
fV1 = float(top) / (float)src->GetDisplayHeight() * fs;
fU2 = float(right) / (float)src->GetDisplayWidth() * fs;
fV2 = float(bottom) / (float)src->GetDisplayHeight() * fs;
break;
case 1:
fU1 = 0;
fV1 = 0;
fU2 = float(right - left) / (float)src->GetDisplayWidth();
fV2 = float(bottom - top) / (float)src->GetDisplayHeight();
fU2 = float(right - left) / (float)src->GetDisplayWidth() * fs;
fV2 = float(bottom - top) / (float)src->GetDisplayHeight() * fs;
break;
// The following are for drawing frames with elements of pnly one orientation
case 2: // flip vertically
fU1 = 0;
fV2 = 0;
fU2 = float(right - left) / (float)src->GetDisplayWidth() * fs;
fV1 = float(bottom - top) / (float)src->GetDisplayHeight() * fs;
break;
case 3: // flip horizontally
fU2 = 0;
fV1 = 0;
fU1 = float(right - left) / (float)src->GetDisplayWidth() * fs;
fV2 = float(bottom - top) / (float)src->GetDisplayHeight() * fs;
break;
case 4: // flip vertically and horizontally
fU2 = 0;
fV2 = 0;
fU1 = float(right - left) / (float)src->GetDisplayWidth() * fs;
fV1 = float(bottom - top) / (float)src->GetDisplayHeight() * fs;
break;
case 5: // flip coordinates
fU1 = 0;
fV1 = 0;
fU2 = float(bottom - top) / (float)src->GetDisplayWidth() * fs;
fV2 = float(right - left) / (float)src->GetDisplayHeight() * fs;
break;
case 6: // flip coordinates and vertically
fU2 = 0;
fV1 = 0;
fU1 = float(bottom - top) / (float)src->GetDisplayWidth() * fs;
fV2 = float(right - left) / (float)src->GetDisplayHeight() * fs;
break;
case 7: // flip coordinates and horizontally
fU1 = 0;
fV2 = 0;
fU2 = float(bottom - top) / (float)src->GetDisplayWidth() * fs;
fV1 = float(right - left) / (float)src->GetDisplayHeight() * fs;
break;
}
dg.mVertIndex = (int)mVertices.Reserve(4);
auto ptr = &mVertices[dg.mVertIndex];
ptr->Set(left, top, 0, fU1, fV1, 0xffffffff); ptr++;
if (local_origin < 4)
{
ptr->Set(left, bottom, 0, fU1, fV2, 0xffffffff); ptr++;
ptr->Set(right, top, 0, fU2, fV1, 0xffffffff); ptr++;
}
else
{
ptr->Set(left, bottom, 0, fU2, fV1, 0xffffffff); ptr++;
ptr->Set(right, top, 0, fU1, fV2, 0xffffffff); ptr++;
}
ptr->Set(right, bottom, 0, fU2, fV2, 0xffffffff); ptr++;
dg.mIndexIndex = mIndices.Size();
dg.mIndexCount += 6;
@ -725,7 +781,7 @@ void F2DDrawer::AddFlatFill(int left, int top, int right, int bottom, FGameTextu
//
//===========================================================================
void F2DDrawer::AddColorOnlyQuad(int x1, int y1, int w, int h, PalEntry color, FRenderStyle *style)
void F2DDrawer::AddColorOnlyQuad(int x1, int y1, int w, int h, PalEntry color, FRenderStyle *style, bool prepend)
{
RenderCommand dg;
@ -741,7 +797,13 @@ void F2DDrawer::AddColorOnlyQuad(int x1, int y1, int w, int h, PalEntry color, F
dg.mIndexIndex = mIndices.Size();
dg.mIndexCount += 6;
AddIndices(dg.mVertIndex, 6, 0, 1, 2, 1, 3, 2);
AddCommand(&dg);
if (!prepend) AddCommand(&dg);
else
{
// Only needed by Raze's fullscreen blends because they are being calculated late when half of the 2D content has already been submitted,
// This ensures they are below the HUD, not above it.
mData.Insert(0, dg);
}
}
void F2DDrawer::ClearScreen(PalEntry color)

View file

@ -182,9 +182,9 @@ public:
void AddPoly(FGameTexture* img, FVector4 *vt, size_t vtcount, unsigned int *ind, size_t idxcount, int translation, PalEntry color, FRenderStyle style, int clipx1, int clipy1, int clipx2, int clipy2);
void FillPolygon(int* rx1, int* ry1, int* xb1, int32_t npoints, int picnum, int palette, int shade, int props, const FVector2& xtex, const FVector2& ytex, const FVector2& otex,
int clipx1, int clipy1, int clipx2, int clipy2);
void AddFlatFill(int left, int top, int right, int bottom, FGameTexture *src, bool local_origin = false);
void AddFlatFill(int left, int top, int right, int bottom, FGameTexture *src, int local_origin = false, double flatscale = 1.0);
void AddColorOnlyQuad(int left, int top, int width, int height, PalEntry color, FRenderStyle *style = nullptr);
void AddColorOnlyQuad(int left, int top, int width, int height, PalEntry color, FRenderStyle *style = nullptr, bool prepend = false);
void ClearScreen(PalEntry color = 0xff000000);
void AddDim(PalEntry color, float damount, int x1, int y1, int w, int h);
void AddClear(int left, int top, int right, int bottom, int palcolor, uint32_t color);

View file

@ -34,6 +34,7 @@ struct FRemapTable
int Index;
int NumEntries; // # of elements in this table (usually 256)
bool Inactive = false; // This table is inactive and should be treated as if it was passed as NULL
bool TwodOnly = false; // Only used for 2D rendering
bool ForFont = false; // Mark font translations because they may require different handling than the ones for sprites-
private:

View file

@ -372,10 +372,6 @@ FFont::FFont (const char *name, const char *nametemplate, const char *filetempla
FixXMoves();
}
if (!noTranslate) LoadTranslations();
}
void FFont::ReadSheetFont(TArray<FolderEntry> &folderdata, int width, int height, const DVector2 &Scale)
@ -443,16 +439,13 @@ void FFont::ReadSheetFont(TArray<FolderEntry> &folderdata, int width, int height
if (lump != nullptr)
{
auto pic = (*lump)->GetTexture();
auto b = pic->Get8BitPixels(false);
Chars[i].OriginalPic = MakeGameTexture(pic, nullptr, ETextureType::FontChar);
Chars[i].OriginalPic = (*lump)->GetUseType() == ETextureType::FontChar? (*lump) : MakeGameTexture(pic, nullptr, ETextureType::FontChar);
Chars[i].OriginalPic->SetUseType(ETextureType::FontChar);
Chars[i].OriginalPic->CopySize(*lump);
Chars[i].TranslatedPic = MakeGameTexture(new FImageTexture(new FFontChar1(pic->GetImage())), nullptr, ETextureType::FontChar);
Chars[i].TranslatedPic->CopySize(*lump);
Chars[i].TranslatedPic->SetUseType(ETextureType::FontChar);
TexMan.AddGameTexture(Chars[i].OriginalPic);
if (Chars[i].OriginalPic != *lump) TexMan.AddGameTexture(Chars[i].OriginalPic);
TexMan.AddGameTexture(Chars[i].TranslatedPic);
}
Chars[i].XMove = width;

View file

@ -245,6 +245,7 @@ public:
FHexFont (const char *fontname, int lump)
: FFont(lump)
{
const int spacing = 9;
assert(lump >= 0);
FontName = fontname;
@ -259,7 +260,21 @@ public:
GlobalKerning = 0;
translateUntranslated = true;
LoadTranslations();
Chars.Resize(LastChar - FirstChar + 1);
for (int i = FirstChar; i <= LastChar; i++)
{
if (hexdata.glyphmap[i] > 0)
{
auto offset = hexdata.glyphmap[i];
int size = hexdata.glyphdata[offset] / 16;
Chars[i - FirstChar].TranslatedPic = MakeGameTexture(new FImageTexture(new FHexFontChar(&hexdata.glyphdata[offset + 1], size, size * 9, 16)), nullptr, ETextureType::FontChar);
Chars[i - FirstChar].OriginalPic = Chars[i - FirstChar].TranslatedPic;
Chars[i - FirstChar].XMove = size * spacing;
TexMan.AddGameTexture(Chars[i - FirstChar].TranslatedPic);
}
else Chars[i - FirstChar].XMove = spacing;
}
}
//==========================================================================
@ -270,7 +285,6 @@ public:
void LoadTranslations()
{
const int spacing = 9;
double luminosity[256];
memset (PatchRemap, 0, 256);
@ -282,20 +296,6 @@ public:
}
ActiveColors = 18;
Chars.Resize(LastChar - FirstChar + 1);
for (int i = FirstChar; i <= LastChar; i++)
{
if (hexdata.glyphmap[i] > 0)
{
auto offset = hexdata.glyphmap[i];
int size = hexdata.glyphdata[offset] / 16;
Chars[i - FirstChar].TranslatedPic = MakeGameTexture(new FImageTexture(new FHexFontChar (&hexdata.glyphdata[offset+1], size, size * 9, 16)), nullptr, ETextureType::FontChar);
Chars[i - FirstChar].XMove = size * spacing;
TexMan.AddGameTexture(Chars[i - FirstChar].TranslatedPic);
}
else Chars[i - FirstChar].XMove = spacing;
}
BuildTranslations (luminosity, nullptr, &TranslationParms[1][0], ActiveColors, nullptr);
}
@ -317,6 +317,7 @@ public:
FHexFont2(const char *fontname, int lump)
: FFont(lump)
{
const int spacing = 9;
assert(lump >= 0);
FontName = fontname;
@ -330,8 +331,21 @@ public:
SpaceWidth = 9;
GlobalKerning = -1;
translateUntranslated = true;
Chars.Resize(LastChar - FirstChar + 1);
for (int i = FirstChar; i <= LastChar; i++)
{
if (hexdata.glyphmap[i] > 0)
{
auto offset = hexdata.glyphmap[i];
int size = hexdata.glyphdata[offset] / 16;
Chars[i - FirstChar].TranslatedPic = MakeGameTexture(new FImageTexture(new FHexFontChar2(&hexdata.glyphdata[offset + 1], size, 2 + size * 8, 18)), nullptr, ETextureType::FontChar);
Chars[i - FirstChar].OriginalPic = Chars[i - FirstChar].TranslatedPic;
Chars[i - FirstChar].XMove = size * spacing;
TexMan.AddGameTexture(Chars[i - FirstChar].TranslatedPic);
}
else Chars[i - FirstChar].XMove = spacing;
LoadTranslations();
}
}
//==========================================================================
@ -342,7 +356,6 @@ public:
void LoadTranslations() override
{
const int spacing = 9;
double luminosity[256];
memset(PatchRemap, 0, 256);
@ -354,20 +367,6 @@ public:
}
ActiveColors = 18;
Chars.Resize(LastChar - FirstChar + 1);
for (int i = FirstChar; i <= LastChar; i++)
{
if (hexdata.glyphmap[i] > 0)
{
auto offset = hexdata.glyphmap[i];
int size = hexdata.glyphdata[offset] / 16;
Chars[i - FirstChar].TranslatedPic = MakeGameTexture(new FImageTexture(new FHexFontChar2(&hexdata.glyphdata[offset + 1], size, 2 + size * 8, 18)), nullptr, ETextureType::FontChar);
Chars[i - FirstChar].XMove = size * spacing;
TexMan.AddGameTexture(Chars[i - FirstChar].TranslatedPic);
}
else Chars[i - FirstChar].XMove = spacing;
}
BuildTranslations(luminosity, nullptr, &TranslationParms[0][0], ActiveColors, nullptr);
}

View file

@ -176,6 +176,7 @@ void FSingleLumpFont::CreateFontFromPic (FTextureID picnum)
FirstChar = LastChar = 'A';
Chars.Resize(1);
Chars[0].TranslatedPic = pic;
Chars[0].OriginalPic = pic;
// Only one color range. Don't bother with the others.
ActiveColors = 0;
@ -255,7 +256,6 @@ void FSingleLumpFont::LoadFON1 (int lump, const uint8_t *data)
LastChar = 255; // This is to allow LoadTranslations to function. The way this is all set up really needs to be changed.
GlobalKerning = 0;
translateUntranslated = true;
LoadTranslations();
LastChar = 0x2122;
// Move the Windows-1252 characters to their proper place.
@ -350,10 +350,12 @@ void FSingleLumpFont::LoadFON2 (int lump, const uint8_t *data)
if (destSize <= 0)
{
Chars[i].TranslatedPic = nullptr;
Chars[i].OriginalPic = nullptr;
}
else
{
Chars[i].TranslatedPic = MakeGameTexture(new FImageTexture(new FFontChar2 (lump, int(data_p - data), widths2[i], FontHeight)), nullptr, ETextureType::FontChar);
Chars[i].OriginalPic = Chars[i].TranslatedPic;
TexMan.AddGameTexture(Chars[i].TranslatedPic);
do
{
@ -376,8 +378,6 @@ void FSingleLumpFont::LoadFON2 (int lump, const uint8_t *data)
I_Error ("Overflow decompressing char %d (%c) of %s", i, i, FontName.GetChars());
}
}
LoadTranslations();
}
//==========================================================================
@ -489,6 +489,7 @@ void FSingleLumpFont::LoadBMF(int lump, const uint8_t *data)
-(int8_t)chardata[chari+4] // y offset
)), nullptr, ETextureType::FontChar);
Chars[chardata[chari] - FirstChar].TranslatedPic = tex;
Chars[chardata[chari] - FirstChar].OriginalPic = tex;
TexMan.AddGameTexture(tex);
}
@ -506,7 +507,6 @@ void FSingleLumpFont::LoadBMF(int lump, const uint8_t *data)
}
FixXMoves();
LoadTranslations();
}
//==========================================================================
@ -555,6 +555,7 @@ void FSingleLumpFont::CheckFON1Chars (double *luminosity)
if(!Chars[i].TranslatedPic)
{
Chars[i].TranslatedPic = MakeGameTexture(new FImageTexture(new FFontChar2 (Lump, int(data_p - data), SpaceWidth, FontHeight)), nullptr, ETextureType::FontChar);
Chars[i].OriginalPic = Chars[i].TranslatedPic;
Chars[i].XMove = SpaceWidth;
TexMan.AddGameTexture(Chars[i].TranslatedPic);
}

View file

@ -140,10 +140,6 @@ FSpecialFont::FSpecialFont (const char *name, int first, int count, FGameTexture
{
ActiveColors = 0;
}
else
{
LoadTranslations();
}
}
//==========================================================================

View file

@ -728,13 +728,6 @@ void V_InitFonts()
OriginalSmallFont = new FFont("OriginalSmallFont", "STCFN%.3d", "defsmallfont", HU_FONTSTART, HU_FONTSIZE, HU_FONTSTART, -1, -1, false, true);
}
if (SmallFont)
{
uint32_t colors[256] = {};
SmallFont->RecordAllTextureColors(colors);
if (OriginalSmallFont != nullptr) OriginalSmallFont->SetDefaultTranslation(colors);
NewSmallFont->SetDefaultTranslation(colors);
}
if (!(SmallFont2 = V_GetFont("SmallFont2"))) // Only used by Strife
{
@ -770,13 +763,6 @@ void V_InitFonts()
OriginalBigFont = new FFont("OriginalBigFont", nullptr, "bigfont", HU_FONTSTART, HU_FONTSIZE, 1, -1, -1, false, true);
}
if (BigFont)
{
uint32_t colors[256] = {};
BigFont->RecordAllTextureColors(colors);
if (OriginalBigFont != nullptr) OriginalBigFont->SetDefaultTranslation(colors);
}
// let PWAD BIGFONTs override the stock BIGUPPER font. (This check needs to be made smarter.)
if (BigUpper && BigFont->Type != FFont::Folder && BigUpper->Type == FFont::Folder)
{
@ -828,6 +814,28 @@ void V_InitFonts()
AlternativeSmallFont = OriginalSmallFont;
}
void V_LoadTranslations()
{
for (auto font = FFont::FirstFont; font; font = font->Next)
{
if (!font->noTranslate) font->LoadTranslations();
else font->ActiveColors = 0;
}
if (BigFont)
{
uint32_t colors[256] = {};
BigFont->RecordAllTextureColors(colors);
if (OriginalBigFont != nullptr) OriginalBigFont->SetDefaultTranslation(colors);
}
if (SmallFont)
{
uint32_t colors[256] = {};
SmallFont->RecordAllTextureColors(colors);
if (OriginalSmallFont != nullptr) OriginalSmallFont->SetDefaultTranslation(colors);
NewSmallFont->SetDefaultTranslation(colors);
}
}
void V_ClearFonts()
{
while (FFont::FirstFont != nullptr)

View file

@ -80,6 +80,7 @@ using GlyphSet = TMap<int, FGameTexture*>;
class FFont
{
friend void V_LoadTranslations();
public:
enum EFontType
@ -154,7 +155,7 @@ protected:
int TranslationType = 0;
int Displacement = 0;
char Cursor;
bool noTranslate;
bool noTranslate = false;
bool translateUntranslated;
bool MixedCase = false;
bool forceremap = false;
@ -165,7 +166,7 @@ protected:
int XMove = INT_MIN;
};
TArray<CharData> Chars;
int ActiveColors;
int ActiveColors = -1;
TArray<int> Translations;
uint8_t PatchRemap[256];
@ -191,5 +192,6 @@ EColorRange V_ParseFontColor (const uint8_t *&color_value, int normalcolor, int
FFont *V_GetFont(const char *fontname, const char *fontlumpname = nullptr);
void V_InitFontColors();
char* CleanseString(char* str);
void V_LoadTranslations();

View file

@ -305,8 +305,8 @@ public:
FShader *BindEffect(int effect, EPassType passType);
FShader *Get(unsigned int eff, bool alphateston, EPassType passType);
private:
void SetActiveShader(FShader *sh);
private:
FShader *mActiveShader = nullptr;
TArray<FShaderCollection*> mPassShaders;

View file

@ -1,34 +1,39 @@
//
//---------------------------------------------------------------------------
//
// Copyright(C) 2018 Christoph Oelckers
// All rights reserved.
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//--------------------------------------------------------------------------
//
/*
** 2d drawer
** Renderer interface
** hw_draw2d.cpp
** 2d drawer Renderer interface
**
**---------------------------------------------------------------------------
** Copyright 2018-2019 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 "doomstat.h"
#include "v_video.h"
#include "cmdlib.h"
#include "r_defs.h"
#include "hwrenderer/data/buffers.h"
#include "flatvertices.h"
#include "hwrenderer/data/hw_viewpointbuffer.h"

View file

@ -102,6 +102,8 @@ void AnimTextures::SetSize(int width, int height)
{
static_cast<AnimTexture*>(tex[0]->GetTexture())->SetFrameSize(width, height);
static_cast<AnimTexture*>(tex[1]->GetTexture())->SetFrameSize(width, height);
tex[0]->SetSize(width, height);
tex[1]->SetSize(width, height);
}
void AnimTextures::SetFrame(const uint8_t *palette, const void* data)

View file

@ -59,6 +59,7 @@ public:
protected:
void ReadAlphaRemap(FileReader *lump, uint8_t *alpharemap);
void SetupPalette(FileReader &lump);
uint8_t BitDepth;
uint8_t ColorType;
@ -152,11 +153,6 @@ FPNGTexture::FPNGTexture (FileReader &lump, int lumpnum, int width, int height,
: FImageSource(lumpnum),
BitDepth(depth), ColorType(colortype), Interlace(interlace), HaveTrans(false)
{
union
{
uint32_t palette[256];
uint8_t pngpal[256][3];
} p;
uint8_t trans[256];
uint32_t len, id;
int i;
@ -210,15 +206,7 @@ FPNGTexture::FPNGTexture (FileReader &lump, int lumpnum, int width, int height,
case MAKE_ID('P','L','T','E'):
PaletteSize = MIN<int> (len / 3, 256);
StartOfPalette = (uint32_t)lump.Tell();
lump.Read (p.pngpal, PaletteSize * 3);
if (PaletteSize * 3 != (int)len)
{
lump.Seek (len - PaletteSize * 3, FileReader::SeekCur);
}
for (i = PaletteSize - 1; i >= 0; --i)
{
p.palette[i] = MAKERGB(p.pngpal[i][0], p.pngpal[i][1], p.pngpal[i][2]);
}
lump.Seek(len, FileReader::SeekCur);
break;
case MAKE_ID('t','R','N','S'):
@ -248,9 +236,6 @@ FPNGTexture::FPNGTexture (FileReader &lump, int lumpnum, int width, int height,
{
bMasked = true;
PaletteSize = 256;
PaletteMap = (uint8_t*)ImageArena.Alloc(PaletteSize);
memcpy (PaletteMap, GPalette.GrayMap, 256);
PaletteMap[NonPaletteTrans[0]] = 0;
}
else
{
@ -259,14 +244,11 @@ FPNGTexture::FPNGTexture (FileReader &lump, int lumpnum, int width, int height,
break;
case 3: // Paletted
PaletteMap = (uint8_t*)ImageArena.Alloc(PaletteSize);
MakeRemap ((uint32_t*)GPalette.BaseColors, p.palette, PaletteMap, trans, PaletteSize);
for (i = 0; i < PaletteSize; ++i)
{
if (trans[i] == 0)
{
bMasked = true;
PaletteMap[i] = 0;
}
}
break;
@ -281,6 +263,87 @@ FPNGTexture::FPNGTexture (FileReader &lump, int lumpnum, int width, int height,
}
}
void FPNGTexture::SetupPalette(FileReader &lump)
{
union
{
uint32_t palette[256];
uint8_t pngpal[256][3];
} p;
uint8_t trans[256];
uint32_t len, id;
int i;
auto pos = lump.Tell();
memset(trans, 255, 256);
// Parse pre-IDAT chunks. I skip the CRCs. Is that bad?
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);
switch (id)
{
default:
lump.Seek(len, FileReader::SeekCur);
break;
case MAKE_ID('P', 'L', 'T', 'E'):
lump.Read(p.pngpal, PaletteSize * 3);
if (PaletteSize * 3 != (int)len)
{
lump.Seek(len - PaletteSize * 3, FileReader::SeekCur);
}
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);
break;
}
lump.Seek(4, FileReader::SeekCur); // Skip CRC
lump.Read(&len, 4);
id = MAKE_ID('I', 'E', 'N', 'D');
lump.Read(&id, 4);
}
StartOfIDAT = (uint32_t)lump.Tell() - 8;
switch (ColorType)
{
case 0: // Grayscale
if (HaveTrans && NonPaletteTrans[0] < 256)
{
PaletteMap = (uint8_t*)ImageArena.Alloc(PaletteSize);
memcpy(PaletteMap, GPalette.GrayMap, 256);
PaletteMap[NonPaletteTrans[0]] = 0;
}
break;
case 3: // Paletted
PaletteMap = (uint8_t*)ImageArena.Alloc(PaletteSize);
MakeRemap((uint32_t*)GPalette.BaseColors, p.palette, PaletteMap, trans, PaletteSize);
for (i = 0; i < PaletteSize; ++i)
{
if (trans[i] == 0)
{
PaletteMap[i] = 0;
}
}
break;
default:
break;
}
lump.Seek(pos, FileReader::SeekSet);
}
//==========================================================================
//
//
@ -336,6 +399,7 @@ TArray<uint8_t> FPNGTexture::CreatePalettedPixels(int conversion)
{
if (conversion != luminance)
{
if (!PaletteMap) SetupPalette(lfr);
ImageHelpers::FlipSquareBlockRemap (Pixels.Data(), Width, PaletteMap);
}
else if (ColorType == 0)
@ -354,6 +418,7 @@ TArray<uint8_t> FPNGTexture::CreatePalettedPixels(int conversion)
TArray<uint8_t> newpix(Width*Height, true);
if (conversion != luminance)
{
if (!PaletteMap) SetupPalette(lfr);
ImageHelpers::FlipNonSquareBlockRemap (newpix.Data(), Pixels.Data(), Width, Height, Width, PaletteMap);
}
else if (ColorType == 0)
@ -408,6 +473,7 @@ TArray<uint8_t> FPNGTexture::CreatePalettedPixels(int conversion)
case 4: // Grayscale + Alpha
pitch = Width * 2;
backstep = Height * pitch - 2;
if (!PaletteMap) SetupPalette(lfr);
for (x = Width; x > 0; --x)
{
for (y = Height; y > 0; --y)

View file

@ -3385,6 +3385,7 @@ static int D_DoomMain_Internal (void)
StartScreen->Progress();
V_InitFonts();
V_LoadTranslations();
UpdateGenericUI(false);
// [CW] Parse any TEAMINFO lumps.
@ -3545,6 +3546,9 @@ static int D_DoomMain_Internal (void)
V_Init2();
twod->fullscreenautoaspect = gameinfo.fullscreenautoaspect;
// Initialize the size of the 2D drawer so that an attempt to access it outside the draw code won't crash.
twod->Begin(screen->GetWidth(), screen->GetHeight());
twod->End();
UpdateJoystickMenu(NULL);
UpdateVRModes();