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e2f5e8fe34
We'll need 'common' for something else.
167 lines
No EOL
5.2 KiB
C++
167 lines
No EOL
5.2 KiB
C++
/*
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** stbtexture.cpp
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** Texture class for reading textures with stb_image
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**
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**---------------------------------------------------------------------------
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** Copyright 2019 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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**
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*/
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#define STB_IMAGE_IMPLEMENTATION
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#define STBI_NO_STDIO
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// Undefine formats we do not want to support here.
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#define STBI_NO_JPEG
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#define STBI_NO_PNG
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#define STBI_NO_TGA
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#define STBI_NO_PSD
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#define STBI_NO_HDR
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#define STBI_NO_PNM
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#include "stb_image.h"
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#include "files.h"
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#include "bitmap.h"
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#include "imagehelpers.h"
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#include "image.h"
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#include "filesystem/filesystem.h"
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//==========================================================================
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//
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// A texture backed by stb_image
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// This will load GIF, BMP and PICT images.
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// PNG, JPG and TGA are still being handled by the existing dedicated implementations.
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// PSD and HDR are impractical for reading texture data and thus are disabled.
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// PnM could be enabled, if its identification semantics were stronger.
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// stb_image only checks the first two characters which simply would falsely identify several flats with the right colors in the first two bytes.
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//
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//==========================================================================
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class FStbTexture : public FImageSource
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{
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public:
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FStbTexture (int w, int h);
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void CreatePalettedPixels(uint8_t *destbuffer) override;
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int CopyPixels(FBitmap *bmp, int conversion) override;
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};
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static stbi_io_callbacks callbacks = {
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[](void* user,char* data,int size) -> int { return (int)reinterpret_cast<FileReader*>(user)->Read(data, size); },
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[](void* user,int n) { reinterpret_cast<FileReader*>(user)->Seek(n, FileReader::SeekCur); },
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[](void* user) -> int { return reinterpret_cast<FileReader*>(user)->Tell() >= reinterpret_cast<FileReader*>(user)->GetLength(); }
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};
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//==========================================================================
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//
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//
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//
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//==========================================================================
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FImageSource *StbImage_TryCreate(FileReader & file)
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{
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int x, y, comp;
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file.Seek(0, FileReader::SeekSet);
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int result = stbi_info_from_callbacks(&callbacks, &file, &x, &y, &comp);
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if (result == 1)
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{
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return new FStbTexture(x, y);
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}
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return nullptr;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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FStbTexture::FStbTexture (int w, int h)
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{
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Width = w;
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Height = h;
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LeftOffset = 0;
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TopOffset = 0;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void FStbTexture::CreatePalettedPixels(uint8_t *buffer)
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{
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FBitmap bitmap;
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bitmap.Create(Width, Height);
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CopyPixels(&bitmap, 0);
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const uint8_t *data = bitmap.GetPixels();
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uint8_t *dest_p;
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int dest_adv = Height;
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int dest_rew = Width * Height - 1;
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dest_p = buffer;
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// Convert the source image from row-major to column-major format and remap it
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for (int y = Height; y != 0; --y)
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{
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for (int x = Width; x != 0; --x)
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{
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int b = *data++;
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int g = *data++;
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int r = *data++;
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int a = *data++;
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if (a < 128) *dest_p = 0;
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else *dest_p = ImageHelpers::RGBToPalette(false, r, g, b);
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dest_p += dest_adv;
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}
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dest_p -= dest_rew;
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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int FStbTexture::CopyPixels(FBitmap *bmp, int conversion)
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{
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auto lump = fileSystem.OpenFileReader(Name, 0);
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if (!lump.isOpen()) return -1; // Just leave the texture blank.
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int x, y, chan;
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auto image = stbi_load_from_callbacks(&callbacks, &lump, &x, &y, &chan, STBI_rgb_alpha);
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if (image)
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bmp->CopyPixelDataRGB(0, 0, image, x, y, 4, x*4, 0, CF_RGBA);
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stbi_image_free(image);
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return -1;
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}
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