- some reworking of the texture code to make integration of Build tiles easier.

This commit is contained in:
Christoph Oelckers 2019-10-12 08:54:06 +02:00
parent fbc22e0125
commit bb67a1ba38
9 changed files with 403 additions and 120 deletions

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@ -1052,6 +1052,7 @@ set (PCH_SOURCES
common/utility/memarena.cpp
common/textures/bitmap.cpp
common/textures/buildtiles.cpp
common/textures/texture.cpp
common/textures/image.cpp
common/textures/imagetexture.cpp

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@ -0,0 +1,325 @@
/*
** buildtexture.cpp
** Handling Build textures
**
**---------------------------------------------------------------------------
** Copyright 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 "files.h"
#include "zstring.h"
#include "textures.h"
#include "image.h"
#include "cache1d.h"
struct BuildTileDescriptor
{
int tilenum;
FTexture *Texture;
};
struct BuildFileDescriptor
{
FString filename;
TArray<uint8_t> RawData;
TArray<BuildTileDescriptor> Textures;
bool MapArt;
bool Active;
void AddTiles();
};
struct BuildFiles
{
TArray<BuildFileDescriptor> FileDescriptors;
void AddFile(BuildFileDescriptor &bfd)
{
FileDescriptors.Push(std::move(bfd));
}
BuildFileDescriptor *FindFile(const FString &filename)
{
auto ndx = FileDescriptors.FindEx([filename](const BuildFileDescriptor & element) { return filename.CompareNoCase(element.filename) == 0; });
if (ndx < FileDescriptors.Size()) return &FileDescriptors[ndx];
return nullptr;
}
void LoadArtFile(const char *file, bool mapart);
void CloseAllMapArt();
int LoadIndexedFile(const char* base, int index);
void LoadArtSet(const char* filename);
};
static BuildFiles alltilefiles;
//===========================================================================
//
// AddTiles
//
// Adds all the tiles in an artfile to the texture manager.
//
//===========================================================================
void BuildFileDescriptor::AddTiles ()
{
const uint8_t *tiles = RawData.Data();
// int numtiles = LittleLong(((uint32_t *)tiles)[1]); // This value is not reliable
int tilestart = LittleLong(((uint32_t *)tiles)[2]);
int tileend = LittleLong(((uint32_t *)tiles)[3]);
const uint16_t *tilesizx = &((const uint16_t *)tiles)[8];
const uint16_t *tilesizy = &tilesizx[tileend - tilestart + 1];
const uint32_t *picanm = (const uint32_t *)&tilesizy[tileend - tilestart + 1];
const uint8_t *tiledata = (const uint8_t *)&picanm[tileend - tilestart + 1];
for (int i = tilestart; i <= tileend; ++i)
{
int pic = i - tilestart;
int width = LittleShort(tilesizx[pic]);
int height = LittleShort(tilesizy[pic]);
uint32_t anm = LittleLong(picanm[pic]);
int xoffs = (int8_t)((anm >> 8) & 255) + width/2;
int yoffs = (int8_t)((anm >> 16) & 255) + height/2;
int size = width*height;
if (width <= 0 || height <= 0) continue;
// This name is mainly for debugging so that there is something more to go by than the mere index.
FStringf name("TILE_%s_%05d_%08x_%04x_%04x", filename, uint32_t(tiledata - tiles), width, height);
auto tex = FTexture::GetTileTexture(name, RawData, uint32_t(tiledata - tiles), width, height, xoffs, yoffs);
BuildTileDescriptor desc;
//Textures.Push();
tiledata += size;
}
}
//===========================================================================
//
// CountTiles
//
// Returns the number of tiles provided by an artfile
//
//===========================================================================
int CountTiles (const void *RawData)
{
int version = LittleLong(*(uint32_t *)RawData);
if (version != 1)
{
return 0;
}
int tilestart = LittleLong(((uint32_t *)RawData)[2]);
int tileend = LittleLong(((uint32_t *)RawData)[3]);
return tileend >= tilestart ? tileend - tilestart + 1 : 0;
}
//===========================================================================
//
// CloseAllMapArt
//
// Closes all per-map ART files
//
//===========================================================================
void BuildFiles::CloseAllMapArt()
{
for (auto& fd : FileDescriptors)
{
if (fd.MapArt)
{
fd.Active = false;
fd.RawData.Reset();
}
}
}
//===========================================================================
//
// LoadArtFile
//
// Returns the number of tiles found. Also loads all the data for
// R_InitBuildTiles() to process later.
//
// let's load everything into memory on startup.
// Even for Ion Fury this will merely add 60 MB, because the engine already needs to cache the data, albeit in a compressed-per-lump form,
// so its 100MB art file will only have a partial impact on memory.
//
//===========================================================================
void BuildFiles::LoadArtFile(const char *fn, bool mapart)
{
auto old = FindFile(fn);
if (old)
{
FileReader fr = kopenFileReader(fn, 0);
if (fr.isOpen())
{
auto artdata = fr.Read();
const uint8_t *artptr = artdata.Data();
if (artdata.Size() > 16)
{
if (memcmp(artptr, "BUILDART", 8) == 0) artptr += 8;
// Only load the data if the header is present
if (CountTiles(artptr) > 0)
{
FileDescriptors.Reserve(1);
auto &fd = FileDescriptors.Last();
fd.filename = fn;
fd.MapArt = mapart;
fd.Active = true;
fd.RawData = std::move(artdata);
fd.AddTiles();
}
}
}
}
}
#if 0
//===========================================================================
//
// Returns:
// 0: successfully read ART file
// >0: error with the ART file
// -1: ART file does not exist
//<-1: per-map ART issue
//
//===========================================================================
int BuildFiles::LoadIndexedFile(const char *base, int index)
{
FStringf name(base, index);
const char* fn = artGetIndexedFileName(tilefilei);
const int32_t permap = (tilefilei >= MAXARTFILES_BASE); // is it a per-map ART file?
buildvfs_kfd fil;
if ((fil = kopen4loadfrommod(fn, 0)) != buildvfs_kfd_invalid)
{
artheader_t local;
int const headerval = artReadHeader(fil, fn, &local);
if (headerval != 0)
{
kclose(fil);
return headerval;
}
if (permap)
{
// Check whether we can evict existing tiles to make place for
// per-map ART ones.
for (int i = local.tilestart; i <= local.tileend; i++)
{
// Tiles having dummytile replacements or those that are
// cache1d-locked can't be replaced.
if (faketile[i >> 3] & pow2char[i & 7] || walock[i] >= 200)
{
initprintf("loadpics: per-map ART file \"%s\": "
"tile %d has dummytile or is locked\n", fn, i);
kclose(fil);
return -3;
}
}
// Free existing tiles from the cache1d. CACHE1D_FREE
Bmemset(&tileptr[local.tilestart], 0, local.numtiles * sizeof(uint8_t*));
Bmemset(&tiledata[local.tilestart], 0, local.numtiles * sizeof(uint8_t*));
Bmemset(&walock[local.tilestart], 1, local.numtiles * sizeof(walock[0]));
}
artReadManifest(fil, &local);
if (cache1d_file_fromzip(fil))
{
if (permap)
artPreloadFileSafe(fil, &local);
else
artPreloadFile(fil, &local);
}
else
{
int offscount = ktell(fil);
for (bssize_t i = local.tilestart; i <= local.tileend; ++i)
{
int const dasiz = tilesiz[i].x * tilesiz[i].y;
tilefilenum[i] = tilefilei;
tilefileoffs[i] = offscount;
offscount += dasiz;
// artsize += ((dasiz+15)&0xfffffff0);
}
}
kclose(fil);
return 0;
}
return -1;
}
//
// loadpics
//
int32_t BuildFiles::LoadArtSet(const char* filename)
{
Bstrncpyz(artfilenameformat, filename, sizeof(artfilenameformat));
Bmemset(&tilesizearray[0], 0, sizeof(vec2_16_t) * MAXTILES);
Bmemset(picanm, 0, sizeof(picanm));
for (auto& rot : rottile)
rot = { -1, -1 };
// artsize = 0;
for (int tilefilei = 0; tilefilei < MAXARTFILES_BASE; tilefilei++)
artReadIndexedFile(tilefilei);
Bmemset(gotpic, 0, sizeof(gotpic));
//cachesize = min((int32_t)((Bgetsysmemsize()/100)*60),max(artsize,askedsize));
cachesize = (Bgetsysmemsize() <= (uint32_t)askedsize) ? (int32_t)((Bgetsysmemsize() / 100) * 60) : askedsize;
pic = Xaligned_alloc(Bgetpagesize(), cachesize);
cacheInitBuffer((intptr_t)pic, cachesize);
artUpdateManifest();
artfil = buildvfs_kfd_invalid;
artfilnum = -1;
artfilplc = 0L;
return 0;
}
#endif

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@ -43,54 +43,6 @@
int FImageSource::NextID;
//===========================================================================
//
// the default just returns an empty texture.
//
//===========================================================================
void FImageSource::CreatePalettedPixels(uint8_t *buffer)
{
memset(buffer, 0, Width * Height);
}
const uint8_t* FImageSource::GetPalettedPixels()
{
return nullptr;
}
//===========================================================================
//
// 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::CopyTranslatedPixels(FBitmap *bmp, PalEntry *remap)
{
TArray<uint8_t> buffer;
const uint8_t* ppix = GetPalettedPixels();
if (ppix == nullptr)
{
buffer.Resize(Width * Height);
CreatePalettedPixels(buffer.Data());
ppix = buffer.Data();
}
bmp->CopyPixelData(0, 0, ppix, Width, Height, Height, 1, 0, remap);
return 0;
}
int FImageSource::CopyPixels(FBitmap* bmp, int conversion)
{
return CopyTranslatedPixels(bmp, ImageHelpers::BaseColors); // This should never get called for ART tiles.
}
//==========================================================================
//
//

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@ -61,10 +61,8 @@ public:
// 'noremap0' will only be looked at by FPatchTexture and forwarded by FMultipatchTexture.
static FImageSource * GetImage(const char *name);
virtual void CreatePalettedPixels(uint8_t *destbuffer);
virtual const uint8_t* GetPalettedPixels();
virtual int CopyPixels(FBitmap* bmp, int conversion); // This will always ignore 'luminance'.
int CopyTranslatedPixels(FBitmap* bmp, PalEntry* remap);
virtual void CreatePalettedPixels(uint8_t *destbuffer) = 0;
virtual int CopyPixels(FBitmap* bmp, int conversion) = 0; // This will always ignore 'luminance'.
// Conversion option
@ -126,7 +124,6 @@ class FImageTexture : public FTexture
public:
FImageTexture (FImageSource *image, const char *name = nullptr);
void Create8BitPixels(uint8_t* buffer) override;
const uint8_t* Get8BitPixels() override;
void SetImage(FImageSource *img) // This is only for the multipatch texture builder!
{

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@ -51,8 +51,8 @@ FImageTexture::FImageTexture(FImageSource *img, const char *name)
mImage = img;
if (img != nullptr)
{
Width = img->GetWidth();
Height = img->GetHeight();
Size.x = img->GetWidth();
Size.y = img->GetHeight();
auto offsets = img->GetOffsets();
LeftOffset = offsets.first;
@ -72,7 +72,7 @@ FImageTexture::FImageTexture(FImageSource *img, const char *name)
FBitmap FImageTexture::GetBgraBitmap(PalEntry *p, int *trans)
{
FBitmap bmp;
bmp.Create(Width, Height);
bmp.Create(Size.x, Size.y);
mImage->CopyPixels(&bmp, 0); // Todo: Handle translations.
return bmp;
}
@ -83,11 +83,6 @@ FBitmap FImageTexture::GetBgraBitmap(PalEntry *p, int *trans)
//
//===========================================================================
const uint8_t *FImageTexture::Get8BitPixels()
{
return mImage->GetPalettedPixels();
}
void FImageTexture::Create8BitPixels(uint8_t* buffer)
{
return mImage->CreatePalettedPixels(buffer);

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@ -93,7 +93,7 @@ FTexture::~FTexture ()
FBitmap FTexture::GetBgraBitmap(PalEntry *remap, int *ptrans)
{
FBitmap bmp;
bmp.Create(Width, Height);
bmp.Create(Size.x, Size.y);
return bmp;
}
@ -434,35 +434,62 @@ FTexture *FTexture::GetTexture(const char *path)
//==========================================================================
//
// A minimalistic wrapper around a Build ART file.
// The data in here is already the format we need.
// Base class for Build tile textures
// This needs a few subclasses for different use cases.
//
//==========================================================================
class FBuildTexture : public FImageSource
FBitmap FTileTexture::GetBgraBitmap(PalEntry* remap, int* ptrans)
{
const uint8_t* RawPixels;
FBitmap bmp;
bmp.Create(Size.x, Size.y);
const uint8_t* ppix = Get8BitPixels(); // any properly implemented tile MUST return something valid here.
if (ppix) bmp.CopyPixelData(0, 0, ppix, Size.x, Size.y, Size.y, 1, 0, remap);
return bmp;
}
void FTileTexture::Create8BitPixels(uint8_t* buffer)
{
auto pix = Get8BitPixels();
if (pix) memcpy(buffer, pix, Size.x * Size.y);
}
//==========================================================================
//
// A tile coming from an ART file.
//
//==========================================================================
class FArtTile : public FTileTexture
{
const TArray<uint8_t> &RawPixels;
const uint32_t Offset;
public:
FBuildTexture(const uint8_t* raw, int width, int height, int left, int top)
: RawPixels(raw)
FArtTile(const TArray<uint8_t>& backingstore, uint32_t offset, int width, int height, int left, int top)
: RawPixels(backingstore), Offset(offset)
{
Width = width;
Height = height;
Size.x = (int16_t)width;
Size.y = (int16_t)height;
LeftOffset = left;
TopOffset = top;
}
const uint8_t* GetPalettedPixels() override
const uint8_t* Get8BitPixels() override
{
return RawPixels;
return RawPixels.Data() ? RawPixels.Data() + Offset : nullptr;
}
};
FTexture* FTexture::GetTileTexture(const char* name, const uint8_t* data, int width, int height, int xofs, int yofs)
FTexture* FTexture::GetTileTexture(const char* name, const TArray<uint8_t>& backingstore, uint32_t offset, int width, int height, int xofs, int yofs)
{
auto res = textures.CheckKey(name);
if (res) return *res;
auto tex = new FImageTexture(new FBuildTexture(data, width, height, xofs, yofs), name);
if (tex) textures.Insert(name, tex);
auto tex = new FArtTile(backingstore, offset, width, height, xofs, yofs);
if (tex)
{
tex->SetName(name);
textures.Insert(name, tex);
}
return tex;
}

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@ -58,6 +58,10 @@ enum ECreateTexBufferFlags
CTF_CheckOnly = 8, // Only runs the code to get a content ID but does not create a texture. Can be used to access a caching system for the hardware textures.
};
struct size_16_t // must be the same format as vec2_16_t, we cannot include a dirty header like compat.h here.
{
int16_t x, y;
};
class FBitmap;
@ -147,7 +151,8 @@ class FTexture
public:
static FTexture *CreateTexture(const char *name);
static FTexture* GetTexture(const char* path);
static FTexture* GetTileTexture(const char* name, const uint8_t* data, int width, int height, int xofs, int yofs);
static FTexture* GetTileTexture(const char* name, const TArray<uint8_t>& backingstore, uint32_t offset, int width, int height, int xofs, int yofs);
virtual ~FTexture ();
virtual FImageSource *GetImage() const { return nullptr; }
@ -160,13 +165,15 @@ public:
// Returns the whole texture, stored in column-major order
virtual void Create8BitPixels(uint8_t* buffer);
virtual const uint8_t* Get8BitPixels();
virtual uint8_t* GetWritableBuffer() { return nullptr; } // For dynamic tiles. Requesting this must also invalidate the texture.
virtual FBitmap GetBgraBitmap(PalEntry *remap, int *trans = nullptr);
static int SmoothEdges(unsigned char * buffer,int w, int h);
static PalEntry averageColor(const uint32_t *data, int size, int maxout);
int GetWidth() { return Width; }
int GetHeight() { return Height; }
int GetWidth() { return Size.x; }
int GetHeight() { return Size.y; }
const size_16_t &GetSize() { return Size; }
int GetLeftOffset() { return LeftOffset; }
int GetTopOffset() { return TopOffset; }
FTextureBuffer CreateTexBuffer(int translation, int flags = 0);
@ -178,15 +185,20 @@ protected:
void CopySize(FTexture *BaseTexture)
{
Width = BaseTexture->GetWidth();
Height = BaseTexture->GetHeight();
Size.x = BaseTexture->GetWidth();
Size.y = BaseTexture->GetHeight();
TopOffset = BaseTexture->TopOffset;
TopOffset = BaseTexture->TopOffset;
}
int Width = 0, Height = 0;
int LeftOffset = 0, TopOffset = 0;
void SetSize(int w, int h)
{
Size = { int16_t(w), int16_t(h) };
}
FString Name;
size_16_t Size = { 0,0 }; // Keep this in the native format so that we can use it without copying it around.
int LeftOffset = 0, TopOffset = 0;
uint8_t bMasked = true; // Texture (might) have holes
int8_t bTranslucent = -1; // Does this texture have an active alpha channel?
bool skyColorDone = false;
@ -197,6 +209,15 @@ protected:
};
class FTileTexture : public FTexture
{
public:
void SetName(const char* name) { Name = name; }
FBitmap GetBgraBitmap(PalEntry* remap, int* ptrans) override;
void Create8BitPixels(uint8_t* buffer) override;
};
#endif

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@ -6129,23 +6129,7 @@ static void G_Startup(void)
if (numplayers > 1)
initprintf("Multiplayer initialized.\n");
char *cwd;
if (g_modDir[0] != '/' && (cwd = buildvfs_getcwd(NULL, 0)))
{
buildvfs_chdir(g_modDir);
if (artLoadFiles("tiles%03i.art", MAXCACHE1DSIZE) < 0)
{
buildvfs_chdir(cwd);
if (artLoadFiles("tiles%03i.art", MAXCACHE1DSIZE) < 0)
G_GameExit("Failed loading art.");
}
buildvfs_chdir(cwd);
#ifndef __ANDROID__ //This crashes on *some* Android devices. Small onetime memory leak. TODO fix above function
Xfree(cwd);
#endif
}
else if (artLoadFiles("tiles%03i.art",MAXCACHE1DSIZE) < 0)
if (artLoadFiles("tiles%03i.art",MAXCACHE1DSIZE) < 0)
G_GameExit("Failed loading art.");
cacheAllSounds();

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@ -7532,27 +7532,8 @@ static void G_Startup(void)
if (numplayers > 1)
initprintf("Multiplayer initialized.\n");
{
char *cwd;
if (g_modDir[0] != '/' && (cwd = getcwd(NULL, 0)))
{
Bchdir(g_modDir);
if (artLoadFiles("tiles%03i.art",MAXCACHE1DSIZE) < 0)
{
Bchdir(cwd);
if (artLoadFiles("tiles%03i.art",MAXCACHE1DSIZE) < 0)
G_GameExit("Failed loading art.");
}
Bchdir(cwd);
#ifndef __ANDROID__ //This crashes on *some* Android devices. Small onetime memory leak. TODO fix above function
Bfree(cwd);
#endif
}
else if (artLoadFiles("tiles%03i.art",MAXCACHE1DSIZE) < 0)
G_GameExit("Failed loading art.");
}
// Make the fullscreen nuke logo background non-fullbright. Has to be
// after dynamic tile remapping (from C_Compile) and loading tiles.