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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"
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# include "filesystem.h"
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# include "files.h"
# include "cmdlib.h"
# include "palettecontainer.h"
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FMemArena FImageSource : : ImageArena ( 32768 ) ;
TArray < FImageSource * > FImageSource : : ImageForLump ;
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int FImageSource : : NextID ;
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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 ;
}
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//==========================================================================
//
//
//
//==========================================================================
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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 ) ;
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struct TexCreateInfo
{
CreateFunc TryCreate ;
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bool checkflat ;
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} ;
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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 ) ;
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// Examines the lump contents to decide what type of texture to create,
// and creates the texture.
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FImageSource * FImageSource : : GetImage ( int lumpnum , bool isflat )
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{
static TexCreateInfo CreateInfo [ ] = {
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{ PNGImage_TryCreate , false } ,
{ JPEGImage_TryCreate , false } ,
{ DDSImage_TryCreate , false } ,
{ PCXImage_TryCreate , false } ,
{ StbImage_TryCreate , false } ,
{ TGAImage_TryCreate , false } ,
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} ;
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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 ;
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for ( size_t i = 0 ; i < countof ( CreateInfo ) ; i + + )
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{
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if ( ! CreateInfo [ i ] . checkflat | | isflat )
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{
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auto image = CreateInfo [ i ] . TryCreate ( data , lumpnum ) ;
if ( image ! = nullptr )
{
ImageForLump [ lumpnum ] = image ;
return image ;
}
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}
}
return nullptr ;
}