/* ** voxels.cpp ** **--------------------------------------------------------------------------- ** Copyright 2010-2011 Randy Heit ** 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 #include #include #include #include "m_swap.h" #include "m_argv.h" #include "filesystem.h" #include "v_video.h" #include "sc_man.h" #include "voxels.h" #include "printf.h" void VOX_AddVoxel(int sprnum, int frame, FVoxelDef *def); TDeletingArray Voxels; // used only to auto-delete voxels on exit. TDeletingArray VoxelDefs; //========================================================================== // // GetVoxelRemap // // Calculates a remap table for the voxel's palette. Results are cached so // passing the same palette repeatedly will not require repeated // recalculations. // //========================================================================== static uint8_t *GetVoxelRemap(const uint8_t *pal) { static uint8_t remap[256]; static uint8_t oldpal[768]; static bool firsttime = true; if (firsttime || memcmp(oldpal, pal, 768) != 0) { // Not the same palette as last time, so recalculate. firsttime = false; memcpy(oldpal, pal, 768); for (int i = 0; i < 256; ++i) { // The voxel palette uses VGA colors, so we have to expand it // from 6 to 8 bits per component. remap[i] = ColorMatcher.Pick( (oldpal[i*3 + 0] << 2) | (oldpal[i*3 + 0] >> 4), (oldpal[i*3 + 1] << 2) | (oldpal[i*3 + 1] >> 4), (oldpal[i*3 + 2] << 2) | (oldpal[i*3 + 2] >> 4)); } } return remap; } //========================================================================== // // CopyVoxelSlabs // // Copy all the slabs in a block of slabs. // //========================================================================== static bool CopyVoxelSlabs(kvxslab_t *dest, const kvxslab_t *src, int size) { while (size >= 3) { int slabzleng = src->zleng; if (3 + slabzleng > size) { // slab is too tall return false; } dest->ztop = src->ztop; dest->zleng = src->zleng; dest->backfacecull = src->backfacecull; for (int j = 0; j < slabzleng; ++j) { dest->col[j] = src->col[j]; } slabzleng += 3; src = (kvxslab_t *)((uint8_t *)src + slabzleng); dest = (kvxslab_t *)((uint8_t *)dest + slabzleng); size -= slabzleng; } return true; } //========================================================================== // // RemapVoxelSlabs // // Remaps all the slabs in a block of slabs. // //========================================================================== static void RemapVoxelSlabs(kvxslab_t *dest, int size, const uint8_t *remap) { while (size >= 3) { int slabzleng = dest->zleng; for (int j = 0; j < slabzleng; ++j) { dest->col[j] = remap[dest->col[j]]; } slabzleng += 3; dest = (kvxslab_t *)((uint8_t *)dest + slabzleng); size -= slabzleng; } } //========================================================================== // // R_LoadKVX // //========================================================================== #if defined __GNUC__ && !defined __clang__ #pragma GCC push_options #pragma GCC optimize ("-fno-tree-loop-vectorize") #endif // __GNUC__ && !__clang__ FVoxel *R_LoadKVX(int lumpnum) { const kvxslab_t *slabs[MAXVOXMIPS]; FVoxel *voxel = new FVoxel; const uint8_t *rawmip; int mip, maxmipsize; int i, j, n; FileData lump = fileSystem.ReadFile(lumpnum); // FileData adds an extra 0 byte to the end. uint8_t *rawvoxel = (uint8_t *)lump.GetMem(); int voxelsize = (int)(lump.GetSize()-1); // Oh, KVX, why couldn't you have a proper header? We'll just go through // and collect each MIP level, doing lots of range checking, and if the // last one doesn't end exactly 768 bytes before the end of the file, // we'll reject it. for (mip = 0, rawmip = rawvoxel, maxmipsize = voxelsize - 768 - 4; mip < MAXVOXMIPS; mip++) { int numbytes = GetInt(rawmip); if (numbytes > maxmipsize || numbytes < 24) { break; } rawmip += 4; FVoxelMipLevel *mipl = &voxel->Mips[mip]; // Load header data. mipl->SizeX = GetInt(rawmip + 0); mipl->SizeY = GetInt(rawmip + 4); mipl->SizeZ = GetInt(rawmip + 8); mipl->Pivot.X = GetInt(rawmip + 12) / 256.; mipl->Pivot.Y = GetInt(rawmip + 16) / 256.; mipl->Pivot.Z = GetInt(rawmip + 20) / 256.; // How much space do we have for voxdata? int offsetsize = (mipl->SizeX + 1) * 4 + mipl->SizeX * (mipl->SizeY + 1) * 2; int voxdatasize = numbytes - 24 - offsetsize; if (voxdatasize < 0) { // Clearly, not enough. break; } if (voxdatasize != 0) { // This mip level is not empty. // Allocate slab data space. mipl->OffsetX = new int[(numbytes - 24 + 3) / 4]; mipl->OffsetXY = (short *)(mipl->OffsetX + mipl->SizeX + 1); mipl->SlabData = (uint8_t *)(mipl->OffsetXY + mipl->SizeX * (mipl->SizeY + 1)); // Load x offsets. for (i = 0, n = mipl->SizeX; i <= n; ++i) { // The X offsets stored in the KVX file are relative to the start of the // X offsets array. Make them relative to voxdata instead. mipl->OffsetX[i] = GetInt(rawmip + 24 + i * 4) - offsetsize; } // The first X offset must be 0 (since we subtracted offsetsize), according to the spec: // NOTE: xoffset[0] = (xsiz+1)*4 + xsiz*(ysiz+1)*2 (ALWAYS) if (mipl->OffsetX[0] != 0) { break; } // And the final X offset must point just past the end of the voxdata. if (mipl->OffsetX[mipl->SizeX] != voxdatasize) { break; } // Load xy offsets. i = 24 + i * 4; for (j = 0, n *= mipl->SizeY + 1; j < n; ++j) { mipl->OffsetXY[j] = GetShort(rawmip + i + j * 2); } // Ensure all offsets are within bounds. for (i = 0; i < mipl->SizeX; ++i) { int xoff = mipl->OffsetX[i]; for (j = 0; j < mipl->SizeY; ++j) { int yoff = mipl->OffsetXY[(mipl->SizeY + 1) * i + j]; if (unsigned(xoff + yoff) > unsigned(voxdatasize)) { delete voxel; return NULL; } } } // Record slab location for the end. slabs[mip] = (kvxslab_t *)(rawmip + 24 + offsetsize); } // Time for the next mip Level. rawmip += numbytes; maxmipsize -= numbytes + 4; } // Did we get any mip levels, and if so, does the last one leave just // enough room for the palette after it? if (mip == 0 || rawmip != rawvoxel + voxelsize - 768) { delete voxel; return NULL; } // Do not count empty mips at the end. for (; mip > 0; --mip) { if (voxel->Mips[mip - 1].SlabData != NULL) break; } voxel->NumMips = mip; // Fix pivot data for submips, since some tools seem to like to just center these. for (i = 1; i < mip; ++i) { voxel->Mips[i].Pivot = voxel->Mips[i - 1].Pivot / 2; } for (i = 0; i < mip; ++i) { if (!CopyVoxelSlabs((kvxslab_t *)voxel->Mips[i].SlabData, slabs[i], voxel->Mips[i].OffsetX[voxel->Mips[i].SizeX])) { // Invalid slabs encountered. Reject this voxel. delete voxel; return NULL; } } voxel->LumpNum = lumpnum; voxel->Palette.Resize(768); memcpy(voxel->Palette.Data(), rawvoxel + voxelsize - 768, 768); return voxel; } #if defined __GNUC__ && !defined __clang__ #pragma GCC pop_options #endif // __GNUC__ && !__clang__ //========================================================================== // // // //========================================================================== FVoxelDef *R_LoadVoxelDef(int lumpnum, int spin) { FVoxel *vox = R_LoadKVX(lumpnum); if (vox == NULL) { Printf("%s is not a valid voxel file\n", fileSystem.GetFileFullName(lumpnum)); return NULL; } else { FVoxelDef *voxdef = new FVoxelDef; voxdef->Voxel = vox; voxdef->Scale = 1.; voxdef->DroppedSpin = voxdef->PlacedSpin = spin; voxdef->AngleOffset = DAngle::fromDeg(90.); Voxels.Push(vox); VoxelDefs.Push(voxdef); return voxdef; } } //========================================================================== // // FVoxelMipLevel Constructor // //========================================================================== FVoxelMipLevel::FVoxelMipLevel() { SizeZ = SizeY = SizeX = 0; Pivot.Zero(); OffsetX = NULL; OffsetXY = NULL; SlabData = NULL; } //========================================================================== // // FVoxelMipLevel Destructor // //========================================================================== FVoxelMipLevel::~FVoxelMipLevel() { if (OffsetX != NULL) { delete[] OffsetX; } } //========================================================================== // // FVoxelMipLevel :: GetSlabData // //========================================================================== uint8_t *FVoxelMipLevel::GetSlabData(bool wantremapped) const { if (wantremapped && SlabDataRemapped.Size() > 0) return &SlabDataRemapped[0]; return SlabData; } //========================================================================== // // Create true color version of the slab data // //========================================================================== void FVoxel::CreateBgraSlabData() { if (Bgramade) return; Bgramade = true; for (int i = 0; i < NumMips; ++i) { int size = Mips[i].OffsetX[Mips[i].SizeX]; if (size <= 0) continue; Mips[i].SlabDataBgra.Resize(size); kvxslab_t *src = (kvxslab_t*)Mips[i].SlabData; kvxslab_bgra_t *dest = (kvxslab_bgra_t*)&Mips[i].SlabDataBgra[0]; while (size >= 3) { dest->backfacecull = src->backfacecull; dest->ztop = src->ztop; dest->zleng = src->zleng; int slabzleng = src->zleng; for (int j = 0; j < slabzleng; ++j) { int colorIndex = src->col[j]; uint32_t red, green, blue; if (Palette.Size()) { red = (Palette[colorIndex * 3 + 0] << 2) | (Palette[colorIndex * 3 + 0] >> 4); green = (Palette[colorIndex * 3 + 1] << 2) | (Palette[colorIndex * 3 + 1] >> 4); blue = (Palette[colorIndex * 3 + 2] << 2) | (Palette[colorIndex * 3 + 2] >> 4); } else { red = GPalette.BaseColors[colorIndex].r; green = GPalette.BaseColors[colorIndex].g; blue = GPalette.BaseColors[colorIndex].b; } dest->col[j] = 0xff000000 | (red << 16) | (green << 8) | blue; } slabzleng += 3; dest = (kvxslab_bgra_t *)((uint32_t *)dest + slabzleng); src = (kvxslab_t *)((uint8_t *)src + slabzleng); size -= slabzleng; } } } //========================================================================== // // Remap the voxel to the game palette // //========================================================================== void FVoxel::Remap() { if (Remapped) return; Remapped = true; if (Palette.Size()) { uint8_t *remap = GetVoxelRemap(Palette.Data()); for (int i = 0; i < NumMips; ++i) { int size = Mips[i].OffsetX[Mips[i].SizeX]; if (size <= 0) continue; Mips[i].SlabDataRemapped.Resize(size); memcpy(&Mips[i].SlabDataRemapped [0], Mips[i].SlabData, size); RemapVoxelSlabs((kvxslab_t *)&Mips[i].SlabDataRemapped[0], Mips[i].OffsetX[Mips[i].SizeX], remap); } } } //========================================================================== // // Delete the voxel's built-in palette // //========================================================================== void FVoxel::RemovePalette() { Palette.Reset(); } //========================================================================== // // VOX_GetVoxel // // Returns a voxel object for the given lump or NULL if it is not a valid // voxel. If the voxel has already been loaded, it will be reused. // //========================================================================== FVoxel* VOX_GetVoxel(int lumpnum) { // Is this voxel already loaded? If so, return it. for (unsigned i = 0; i < Voxels.Size(); ++i) { if (Voxels[i]->LumpNum == lumpnum) { return Voxels[i]; } } FVoxel* vox = R_LoadKVX(lumpnum); if (vox != NULL) { Voxels.Push(vox); } return vox; }