raze-gles/source/common/textures/image.cpp

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/*
** texture.cpp
** The base texture class
**
**---------------------------------------------------------------------------
** Copyright 2004-2007 Randy Heit
** Copyright 2006-2018 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 "bitmap.h"
#include "image.h"
2020-04-11 21:54:33 +00:00
#include "filesystem.h"
#include "files.h"
#include "cmdlib.h"
#include "palettecontainer.h"
FMemArena FImageSource::ImageArena(32768);
TArray<FImageSource *>FImageSource::ImageForLump;
int FImageSource::NextID;
static PrecacheInfo precacheInfo;
struct PrecacheDataPaletted
{
TArray<uint8_t> Pixels;
int RefCount;
int ImageID;
};
struct PrecacheDataRgba
{
FBitmap Pixels;
int TransInfo;
int RefCount;
int ImageID;
};
// TMap doesn't handle this kind of data well. std::map neither. The linear search is still faster, even for a few 100 entries because it doesn't have to access the heap as often..
TArray<PrecacheDataPaletted> precacheDataPaletted;
TArray<PrecacheDataRgba> precacheDataRgba;
//===========================================================================
//
// the default just returns an empty texture.
//
//===========================================================================
TArray<uint8_t> FImageSource::CreatePalettedPixels(int conversion)
{
TArray<uint8_t> Pixels(Width * Height, true);
memset(Pixels.Data(), 0, Width * Height);
return Pixels;
}
PalettedPixels FImageSource::GetCachedPalettedPixels(int conversion)
{
PalettedPixels ret;
FString name;
fileSystem.GetFileShortName(name, SourceLump);
std::pair<int, int> *info = nullptr;
auto imageID = ImageID;
// Do we have this image in the cache?
unsigned index = conversion != normal? UINT_MAX : precacheDataPaletted.FindEx([=](PrecacheDataPaletted &entry) { return entry.ImageID == imageID; });
if (index < precacheDataPaletted.Size())
{
auto cache = &precacheDataPaletted[index];
if (cache->RefCount > 1)
{
//Printf("returning reference to %s, refcount = %d\n", name.GetChars(), cache->RefCount);
ret.Pixels.Set(cache->Pixels.Data(), cache->Pixels.Size());
cache->RefCount--;
}
else if (cache->Pixels.Size() > 0)
{
//Printf("returning contents of %s, refcount = %d\n", name.GetChars(), cache->RefCount);
ret.PixelStore = std::move(cache->Pixels);
ret.Pixels.Set(ret.PixelStore.Data(), ret.PixelStore.Size());
precacheDataPaletted.Delete(index);
}
else
{
//Printf("something bad happened for %s, refcount = %d\n", name.GetChars(), cache->RefCount);
}
}
else
{
// The image wasn't cached. Now there's two possibilities:
auto info = precacheInfo.CheckKey(ImageID);
if (!info || info->second <= 1 || conversion != normal)
{
// This is either the only copy needed or some access outside the caching block. In these cases create a new one and directly return it.
//Printf("returning fresh copy of %s\n", name.GetChars());
ret.PixelStore = CreatePalettedPixels(conversion);
ret.Pixels.Set(ret.PixelStore.Data(), ret.PixelStore.Size());
}
else
{
//Printf("creating cached entry for %s, refcount = %d\n", name.GetChars(), info->second);
// This is the first time it gets accessed and needs to be placed in the cache.
PrecacheDataPaletted *pdp = &precacheDataPaletted[precacheDataPaletted.Reserve(1)];
pdp->ImageID = imageID;
pdp->RefCount = info->second - 1;
info->second = 0;
pdp->Pixels = CreatePalettedPixels(normal);
ret.Pixels.Set(pdp->Pixels.Data(), pdp->Pixels.Size());
}
}
return ret;
}
TArray<uint8_t> FImageSource::GetPalettedPixels(int conversion)
{
auto pix = GetCachedPalettedPixels(conversion);
if (pix.ownsPixels())
{
// return the pixel store of the returned data directly if this was the last reference.
auto array = std::move(pix.PixelStore);
return array;
}
else
{
// If there are pending references, make a copy.
TArray<uint8_t> array(pix.Pixels.Size(), true);
memcpy(array.Data(), pix.Pixels.Data(), array.Size());
return array;
}
}
//===========================================================================
//
// FImageSource::CopyPixels
//
// this is the generic case that can handle
// any properly implemented texture for software rendering.
// Its drawback is that it is limited to the base palette which is
// why all classes that handle different palettes should subclass this
// method
//
//===========================================================================
int FImageSource::CopyPixels(FBitmap *bmp, int conversion)
{
if (conversion == luminance) conversion = normal; // luminance images have no use as an RGB source.
PalEntry *palette = GPalette.BaseColors;
for(int i=1;i<256;i++) palette[i].a = 255; // set proper alpha values
auto ppix = CreatePalettedPixels(conversion);
bmp->CopyPixelData(0, 0, ppix.Data(), Width, Height, Height, 1, 0, palette, nullptr);
for(int i=1;i<256;i++) palette[i].a = 0;
return 0;
}
int FImageSource::CopyTranslatedPixels(FBitmap *bmp, const PalEntry *remap)
{
auto ppix = CreatePalettedPixels(false);
bmp->CopyPixelData(0, 0, ppix.Data(), Width, Height, Height, 1, 0, remap, nullptr);
return 0;
}
//==========================================================================
//
//
//
//==========================================================================
FBitmap FImageSource::GetCachedBitmap(const PalEntry *remap, int conversion, int *ptrans)
{
FBitmap ret;
FString name;
int trans = -1;
fileSystem.GetFileShortName(name, SourceLump);
std::pair<int, int> *info = nullptr;
auto imageID = ImageID;
if (remap != nullptr)
{
// Remapped images are never run through the cache because they would complicate matters too much for very little gain.
// Translated images are normally sprites which normally just consist of a single image and use no composition.
// Additionally, since translation requires the base palette, the really time consuming stuff will never be subjected to it.
ret.Create(Width, Height);
trans = CopyTranslatedPixels(&ret, remap);
}
else
{
if (conversion == luminance) conversion = normal; // luminance has no meaning for true color.
// Do we have this image in the cache?
unsigned index = conversion != normal? UINT_MAX : precacheDataRgba.FindEx([=](PrecacheDataRgba &entry) { return entry.ImageID == imageID; });
if (index < precacheDataRgba.Size())
{
auto cache = &precacheDataRgba[index];
trans = cache->TransInfo;
if (cache->RefCount > 1)
{
//Printf("returning reference to %s, refcount = %d\n", name.GetChars(), cache->RefCount);
ret.Copy(cache->Pixels, false);
cache->RefCount--;
}
else if (cache->Pixels.GetPixels())
{
//Printf("returning contents of %s, refcount = %d\n", name.GetChars(), cache->RefCount);
ret = std::move(cache->Pixels);
precacheDataRgba.Delete(index);
}
else
{
// This should never happen if the function is implemented correctly
//Printf("something bad happened for %s, refcount = %d\n", name.GetChars(), cache->RefCount);
ret.Create(Width, Height);
trans = CopyPixels(&ret, normal);
}
}
else
{
// The image wasn't cached. Now there's two possibilities:
auto info = precacheInfo.CheckKey(ImageID);
if (!info || info->first <= 1 || conversion != normal)
{
// This is either the only copy needed or some access outside the caching block. In these cases create a new one and directly return it.
//Printf("returning fresh copy of %s\n", name.GetChars());
ret.Create(Width, Height);
trans = CopyPixels(&ret, conversion);
}
else
{
//Printf("creating cached entry for %s, refcount = %d\n", name.GetChars(), info->first);
// This is the first time it gets accessed and needs to be placed in the cache.
PrecacheDataRgba *pdr = &precacheDataRgba[precacheDataRgba.Reserve(1)];
pdr->ImageID = imageID;
pdr->RefCount = info->first - 1;
info->first = 0;
pdr->Pixels.Create(Width, Height);
trans = pdr->TransInfo = CopyPixels(&pdr->Pixels, normal);
ret.Copy(pdr->Pixels, false);
}
}
}
if (ptrans) *ptrans = trans;
return ret;
}
//==========================================================================
//
//
//
//==========================================================================
void FImageSource::CollectForPrecache(PrecacheInfo &info, bool requiretruecolor)
{
auto val = info.CheckKey(ImageID);
bool tc = requiretruecolor;
if (val)
{
val->first += tc;
val->second += !tc;
}
else
{
auto pair = std::make_pair(tc, !tc);
info.Insert(ImageID, pair);
}
}
void FImageSource::BeginPrecaching()
{
precacheInfo.Clear();
}
void FImageSource::EndPrecaching()
{
precacheDataPaletted.Clear();
precacheDataRgba.Clear();
}
void FImageSource::RegisterForPrecache(FImageSource *img, bool requiretruecolor)
{
img->CollectForPrecache(precacheInfo, requiretruecolor);
}
//==========================================================================
//
//
//
//==========================================================================
typedef FImageSource * (*CreateFunc)(FileReader & file, int lumpnum);
struct TexCreateInfo
{
CreateFunc TryCreate;
bool checkflat;
};
FImageSource *IMGZImage_TryCreate(FileReader &, int lumpnum);
FImageSource *PNGImage_TryCreate(FileReader &, int lumpnum);
FImageSource *JPEGImage_TryCreate(FileReader &, int lumpnum);
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 *RawPageImage_TryCreate(FileReader &, int lumpnum);
FImageSource *FlatImage_TryCreate(FileReader &, int lumpnum);
FImageSource *PatchImage_TryCreate(FileReader &, int lumpnum);
FImageSource *EmptyImage_TryCreate(FileReader &, int lumpnum);
FImageSource *AutomapImage_TryCreate(FileReader &, int lumpnum);
// Examines the lump contents to decide what type of texture to create,
// and creates the texture.
FImageSource * FImageSource::GetImage(int lumpnum, bool isflat)
{
static TexCreateInfo CreateInfo[] = {
{ IMGZImage_TryCreate, false },
{ PNGImage_TryCreate, false },
{ JPEGImage_TryCreate, false },
{ DDSImage_TryCreate, false },
{ PCXImage_TryCreate, false },
{ StbImage_TryCreate, false },
{ TGAImage_TryCreate, false },
{ RawPageImage_TryCreate, false },
{ FlatImage_TryCreate, true }, // flat detection is not reliable, so only consider this for real flats.
{ PatchImage_TryCreate, false },
{ EmptyImage_TryCreate, false },
{ AutomapImage_TryCreate, false },
};
if (lumpnum == -1) return nullptr;
unsigned size = ImageForLump.Size();
if (size <= (unsigned)lumpnum)
{
// Hires textures can be added dynamically to the end of the lump array, so this must be checked each time.
ImageForLump.Resize(lumpnum + 1);
for (; size < ImageForLump.Size(); size++) ImageForLump[size] = nullptr;
}
// An image for this lump already exists. We do not need another one.
if (ImageForLump[lumpnum] != nullptr) return ImageForLump[lumpnum];
auto data = fileSystem.OpenFileReader(lumpnum);
if (!data.isOpen())
return nullptr;
for (size_t i = 0; i < countof(CreateInfo); i++)
{
if (!CreateInfo[i].checkflat || isflat)
{
auto image = CreateInfo[i].TryCreate(data, lumpnum);
if (image != nullptr)
{
ImageForLump[lumpnum] = image;
return image;
}
}
}
return nullptr;
}