/* ** stbtexture.cpp ** Texture class for reading textures with stb_image ** **--------------------------------------------------------------------------- ** 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. **--------------------------------------------------------------------------- ** ** */ #define STB_IMAGE_IMPLEMENTATION #define STBI_NO_STDIO // Undefine formats we do not want to support here. #define STBI_NO_JPEG //#define STBI_NO_PNG we need PNG for 16 bit channel images. Regular ones still use our own, more flexible decoder. #define STBI_NO_TGA #define STBI_NO_PSD #define STBI_NO_HDR #define STBI_NO_PNM #include "stb_image.h" #include "files.h" #include "filesystem.h" #include "bitmap.h" #include "imagehelpers.h" #include "image.h" //========================================================================== // // A texture backed by stb_image // This will load GIF, BMP and PICT images. // PNG, JPG and TGA are still being handled by the existing dedicated implementations. // PSD and HDR are impractical for reading texture data and thus are disabled. // PnM could be enabled, if its identification semantics were stronger. // stb_image only checks the first two characters which simply would falsely identify several flats with the right colors in the first two bytes. // //========================================================================== class FStbTexture : public FImageSource { public: FStbTexture (int lumpnum, int w, int h); TArray CreatePalettedPixels(int conversion) override; int CopyPixels(FBitmap *bmp, int conversion) override; }; static stbi_io_callbacks callbacks = { [](void* user,char* data,int size) -> int { return (int)reinterpret_cast(user)->Read(data, size); }, [](void* user,int n) { reinterpret_cast(user)->Seek(n, FileReader::SeekCur); }, [](void* user) -> int { return reinterpret_cast(user)->Tell() >= reinterpret_cast(user)->GetLength(); } }; //========================================================================== // // // //========================================================================== FImageSource *StbImage_TryCreate(FileReader & file, int lumpnum) { int x, y, comp; file.Seek(0, FileReader::SeekSet); int result = stbi_info_from_callbacks(&callbacks, &file, &x, &y, &comp); if (result == 1) { return new FStbTexture(lumpnum, x, y); } return nullptr; } //========================================================================== // // // //========================================================================== FStbTexture::FStbTexture (int lumpnum, int w, int h) : FImageSource(lumpnum) { Width = w; Height = h; LeftOffset = 0; TopOffset = 0; } //========================================================================== // // // //========================================================================== TArray FStbTexture::CreatePalettedPixels(int conversion) { FBitmap bitmap; bitmap.Create(Width, Height); CopyPixels(&bitmap, conversion); const uint8_t *data = bitmap.GetPixels(); uint8_t *dest_p; int dest_adv = Height; int dest_rew = Width * Height - 1; TArray Pixels(Width*Height, true); dest_p = Pixels.Data(); bool doalpha = conversion == luminance; // Convert the source image from row-major to column-major format and remap it for (int y = Height; y != 0; --y) { for (int x = Width; x != 0; --x) { int b = *data++; int g = *data++; int r = *data++; int a = *data++; if (a < 128) *dest_p = 0; else *dest_p = ImageHelpers::RGBToPalette(doalpha, r, g, b); dest_p += dest_adv; } dest_p -= dest_rew; } return Pixels; } //========================================================================== // // // //========================================================================== int FStbTexture::CopyPixels(FBitmap *bmp, int conversion) { auto lump = fileSystem.OpenFileReader (SourceLump); int x, y, chan; auto image = stbi_load_from_callbacks(&callbacks, &lump, &x, &y, &chan, STBI_rgb_alpha); if (image) bmp->CopyPixelDataRGB(0, 0, image, x, y, 4, x*4, 0, CF_RGBA); stbi_image_free(image); return -1; }