raze/source/common/textures/image.h

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#pragma once
#include <stdint.h>
#include "tarray.h"
#include "bitmap.h"
#include "memarena.h"
#ifndef MAKE_ID
#ifndef __BIG_ENDIAN__
#define MAKE_ID(a,b,c,d) ((uint32_t)((a)|((b)<<8)|((c)<<16)|((d)<<24)))
#else
#define MAKE_ID(a,b,c,d) ((uint32_t)((d)|((c)<<8)|((b)<<16)|((a)<<24)))
#endif
#endif
using std::min;
using std::max;
using std::clamp;
class FImageSource;
using PrecacheInfo = TMap<int, std::pair<int, int>>;
extern FMemArena ImageArena;
// Pixel store wrapper that can either own the pixels itself or refer to an external store.
struct PalettedPixels
{
friend class FImageSource;
TArrayView<uint8_t> Pixels;
private:
TArray<uint8_t> PixelStore;
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public:
PalettedPixels() = default;
PalettedPixels(unsigned size)
{
PixelStore.Resize(size);
Pixels.Set(PixelStore.Data(), PixelStore.Size());
}
PalettedPixels(uint8_t* data, unsigned size)
{
Pixels.Set(data, size);
}
bool ownsPixels() const
{
return Pixels.Data() == PixelStore.Data();
}
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uint8_t* Data() const { return Pixels.Data(); }
unsigned Size() const { return Pixels.Size(); }
uint8_t& operator[] (size_t index) const
{
assert(index < Size());
return Pixels[index];
}
};
// This represents a naked image. It has no high level logic attached to it.
// All it can do is provide raw image data to its users.
class FImageSource
{
friend class FBrightmapTexture;
protected:
static TArray<FImageSource *>ImageForLump;
static int NextID;
int SourceLump;
int Width = 0, Height = 0;
int LeftOffset = 0, TopOffset = 0; // Offsets stored in the image.
bool bUseGamePalette = false; // true if this is an image without its own color set.
int ImageID = -1;
int NumOfFrames = 1;
// Internal image creation functions. All external access should go through the cache interface,
// so that all code can benefit from future improvements to that.
virtual PalettedPixels CreatePalettedPixels(int conversion, int frame = 0);
int CopyTranslatedPixels(FBitmap *bmp, const PalEntry *remap, int frame = 0);
public:
virtual bool SupportRemap0() { return false; } // Unfortunate hackery that's needed for Hexen's skies. Only the image can know about the needed parameters
virtual bool IsRawCompatible() { return true; } // Same thing for mid texture compatibility handling. Can only be determined by looking at the composition data which is private to the image.
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void CopySize(FImageSource &other) noexcept
{
Width = other.Width;
Height = other.Height;
LeftOffset = other.LeftOffset;
TopOffset = other.TopOffset;
SourceLump = other.SourceLump;
}
// Images are statically allocated and freed in bulk. None of the subclasses may hold any destructible data.
void *operator new(size_t block) { return ImageArena.Alloc(block); }
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void* operator new(size_t block, void* mem) { return mem; }
void operator delete(void *block) {}
bool bMasked = true; // Image (might) have holes (Assume true unless proven otherwise!)
int8_t bTranslucent = -1; // Image has pixels with a non-0/1 value. (-1 means the user needs to do a real check)
int GetId() const { return ImageID; }
// 'noremap0' will only be looked at by FPatchTexture and forwarded by FMultipatchTexture.
// Either returns a reference to the cache, or a newly created item. The return of this has to be considered transient. If you need to store the result, use GetPalettedPixels
PalettedPixels GetCachedPalettedPixels(int conversion, int frame = 0);
// tries to get a buffer from the cache. If not available, create a new one. If further references are pending, create a copy.
TArray<uint8_t> GetPalettedPixels(int conversion, int frame = 0);
virtual int CopyPixels(FBitmap* bmp, int conversion, int frame = 0);
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FBitmap GetCachedBitmap(const PalEntry *remap, int conversion, int *trans = nullptr, int frame = 0);
static void ClearImages() { ImageArena.FreeAll(); ImageForLump.Clear(); NextID = 0; }
static FImageSource * GetImage(int lumpnum, bool checkflat);
// Frame functions
// Gets number of frames.
int GetNumOfFrames() { return NumOfFrames; }
// Gets duration of frame in miliseconds.
virtual int GetDurationOfFrame(int frame) { return 1000; }
// Conversion option
enum EType
{
normal = 0,
luminance = 1,
noremap0 = 2
};
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FImageSource(int sourcelump = -1) noexcept : SourceLump(sourcelump) { ImageID = ++NextID; }
virtual ~FImageSource() = default;
int GetWidth() const
{
return Width;
}
int GetHeight() const
{
return Height;
}
std::pair<int, int> GetSize() const
{
return std::make_pair(Width, Height);
}
std::pair<int, int> GetOffsets() const
{
return std::make_pair(LeftOffset, TopOffset);
}
void SetOffsets(int x, int y)
{
LeftOffset = x;
TopOffset = y;
}
int LumpNum() const
{
return SourceLump;
}
bool UseGamePalette() const
{
return bUseGamePalette;
}
virtual void CollectForPrecache(PrecacheInfo &info, bool requiretruecolor);
static void BeginPrecaching();
static void EndPrecaching();
static void RegisterForPrecache(FImageSource *img, bool requiretruecolor);
};
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//==========================================================================
//
// A texture defined in a Build TILESxxx.ART file
//
//==========================================================================
struct FRemapTable;
class FBuildTexture : public FImageSource
{
public:
FBuildTexture(const FString& pathprefix, int tilenum, const uint8_t* pixels, FRemapTable* translation, int width, int height, int left, int top);
PalettedPixels CreatePalettedPixels(int conversion, int frame = 0) override;
int CopyPixels(FBitmap* bmp, int conversion, int frame = 0) override;
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protected:
const uint8_t* RawPixels;
FRemapTable* Translation;
};
class FTexture;
FTexture* CreateImageTexture(FImageSource* img, int frame = 0) noexcept;