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2ddec37098
The intermission code is doing weird things with them that isn't really portable.
391 lines
13 KiB
C++
391 lines
13 KiB
C++
/*
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** texture.cpp
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** The base texture class
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**
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**---------------------------------------------------------------------------
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** Copyright 2004-2007 Randy Heit
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** Copyright 2006-2018 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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#include "bitmap.h"
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#include "image.h"
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#include "filesystem.h"
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#include "files.h"
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#include "cmdlib.h"
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#include "palettecontainer.h"
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FMemArena ImageArena(32768);
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TArray<FImageSource *>FImageSource::ImageForLump;
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int FImageSource::NextID;
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static PrecacheInfo precacheInfo;
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struct PrecacheDataPaletted
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{
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TArray<uint8_t> Pixels;
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int RefCount;
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int ImageID;
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};
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struct PrecacheDataRgba
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{
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FBitmap Pixels;
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int TransInfo;
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int RefCount;
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int ImageID;
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};
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// TMap doesn't handle this kind of data well. std::map neither. The linear search is still faster, even for a few 100 entries because it doesn't have to access the heap as often..
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TArray<PrecacheDataPaletted> precacheDataPaletted;
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TArray<PrecacheDataRgba> precacheDataRgba;
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//===========================================================================
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//
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// the default just returns an empty texture.
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//
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//===========================================================================
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TArray<uint8_t> FImageSource::CreatePalettedPixels(int conversion)
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{
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TArray<uint8_t> Pixels(Width * Height, true);
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memset(Pixels.Data(), 0, Width * Height);
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return Pixels;
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}
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PalettedPixels FImageSource::GetCachedPalettedPixels(int conversion)
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{
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PalettedPixels ret;
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FString name;
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fileSystem.GetFileShortName(name, SourceLump);
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std::pair<int, int> *info = nullptr;
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auto imageID = ImageID;
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// Do we have this image in the cache?
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unsigned index = conversion != normal? UINT_MAX : precacheDataPaletted.FindEx([=](PrecacheDataPaletted &entry) { return entry.ImageID == imageID; });
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if (index < precacheDataPaletted.Size())
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{
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auto cache = &precacheDataPaletted[index];
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if (cache->RefCount > 1)
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{
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//Printf("returning reference to %s, refcount = %d\n", name.GetChars(), cache->RefCount);
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ret.Pixels.Set(cache->Pixels.Data(), cache->Pixels.Size());
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cache->RefCount--;
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}
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else if (cache->Pixels.Size() > 0)
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{
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//Printf("returning contents of %s, refcount = %d\n", name.GetChars(), cache->RefCount);
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ret.PixelStore = std::move(cache->Pixels);
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ret.Pixels.Set(ret.PixelStore.Data(), ret.PixelStore.Size());
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precacheDataPaletted.Delete(index);
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}
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else
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{
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//Printf("something bad happened for %s, refcount = %d\n", name.GetChars(), cache->RefCount);
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}
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}
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else
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{
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// The image wasn't cached. Now there's two possibilities:
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auto info = precacheInfo.CheckKey(ImageID);
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if (!info || info->second <= 1 || conversion != normal)
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{
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// This is either the only copy needed or some access outside the caching block. In these cases create a new one and directly return it.
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//Printf("returning fresh copy of %s\n", name.GetChars());
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ret.PixelStore = CreatePalettedPixels(conversion);
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ret.Pixels.Set(ret.PixelStore.Data(), ret.PixelStore.Size());
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}
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else
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{
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//Printf("creating cached entry for %s, refcount = %d\n", name.GetChars(), info->second);
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// This is the first time it gets accessed and needs to be placed in the cache.
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PrecacheDataPaletted *pdp = &precacheDataPaletted[precacheDataPaletted.Reserve(1)];
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pdp->ImageID = imageID;
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pdp->RefCount = info->second - 1;
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info->second = 0;
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pdp->Pixels = CreatePalettedPixels(normal);
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ret.Pixels.Set(pdp->Pixels.Data(), pdp->Pixels.Size());
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}
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}
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return ret;
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}
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TArray<uint8_t> FImageSource::GetPalettedPixels(int conversion)
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{
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auto pix = GetCachedPalettedPixels(conversion);
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if (pix.ownsPixels())
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{
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// return the pixel store of the returned data directly if this was the last reference.
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auto array = std::move(pix.PixelStore);
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return array;
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}
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else
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{
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// If there are pending references, make a copy.
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TArray<uint8_t> array(pix.Pixels.Size(), true);
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memcpy(array.Data(), pix.Pixels.Data(), array.Size());
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return array;
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}
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}
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//===========================================================================
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//
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// FImageSource::CopyPixels
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//
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// this is the generic case that can handle
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// any properly implemented texture for software rendering.
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// Its drawback is that it is limited to the base palette which is
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// why all classes that handle different palettes should subclass this
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// method
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//
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//===========================================================================
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int FImageSource::CopyPixels(FBitmap *bmp, int conversion)
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{
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if (conversion == luminance) conversion = normal; // luminance images have no use as an RGB source.
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PalEntry *palette = GPalette.BaseColors;
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auto ppix = CreatePalettedPixels(conversion);
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bmp->CopyPixelData(0, 0, ppix.Data(), Width, Height, Height, 1, 0, palette, nullptr);
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return 0;
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}
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int FImageSource::CopyTranslatedPixels(FBitmap *bmp, const PalEntry *remap)
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{
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auto ppix = CreatePalettedPixels(false);
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bmp->CopyPixelData(0, 0, ppix.Data(), Width, Height, Height, 1, 0, remap, nullptr);
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return 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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FBitmap FImageSource::GetCachedBitmap(const PalEntry *remap, int conversion, int *ptrans)
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{
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FBitmap ret;
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FString name;
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int trans = -1;
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fileSystem.GetFileShortName(name, SourceLump);
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std::pair<int, int> *info = nullptr;
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auto imageID = ImageID;
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if (remap != nullptr)
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{
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// Remapped images are never run through the cache because they would complicate matters too much for very little gain.
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// Translated images are normally sprites which normally just consist of a single image and use no composition.
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// Additionally, since translation requires the base palette, the really time consuming stuff will never be subjected to it.
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ret.Create(Width, Height);
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trans = CopyTranslatedPixels(&ret, remap);
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}
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else
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{
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if (conversion == luminance) conversion = normal; // luminance has no meaning for true color.
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// Do we have this image in the cache?
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unsigned index = conversion != normal? UINT_MAX : precacheDataRgba.FindEx([=](PrecacheDataRgba &entry) { return entry.ImageID == imageID; });
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if (index < precacheDataRgba.Size())
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{
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auto cache = &precacheDataRgba[index];
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trans = cache->TransInfo;
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if (cache->RefCount > 1)
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{
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//Printf("returning reference to %s, refcount = %d\n", name.GetChars(), cache->RefCount);
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ret.Copy(cache->Pixels, false);
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cache->RefCount--;
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}
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else if (cache->Pixels.GetPixels())
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{
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//Printf("returning contents of %s, refcount = %d\n", name.GetChars(), cache->RefCount);
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ret = std::move(cache->Pixels);
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precacheDataRgba.Delete(index);
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}
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else
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{
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// This should never happen if the function is implemented correctly
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//Printf("something bad happened for %s, refcount = %d\n", name.GetChars(), cache->RefCount);
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ret.Create(Width, Height);
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trans = CopyPixels(&ret, normal);
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}
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}
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else
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{
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// The image wasn't cached. Now there's two possibilities:
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auto info = precacheInfo.CheckKey(ImageID);
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if (!info || info->first <= 1 || conversion != normal)
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{
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// This is either the only copy needed or some access outside the caching block. In these cases create a new one and directly return it.
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//Printf("returning fresh copy of %s\n", name.GetChars());
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ret.Create(Width, Height);
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trans = CopyPixels(&ret, conversion);
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}
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else
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{
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//Printf("creating cached entry for %s, refcount = %d\n", name.GetChars(), info->first);
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// This is the first time it gets accessed and needs to be placed in the cache.
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PrecacheDataRgba *pdr = &precacheDataRgba[precacheDataRgba.Reserve(1)];
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pdr->ImageID = imageID;
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pdr->RefCount = info->first - 1;
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info->first = 0;
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pdr->Pixels.Create(Width, Height);
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trans = pdr->TransInfo = CopyPixels(&pdr->Pixels, normal);
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ret.Copy(pdr->Pixels, false);
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}
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}
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}
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if (ptrans) *ptrans = trans;
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return ret;
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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 FImageSource::CollectForPrecache(PrecacheInfo &info, bool requiretruecolor)
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{
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auto val = info.CheckKey(ImageID);
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bool tc = requiretruecolor;
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if (val)
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{
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val->first += tc;
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val->second += !tc;
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}
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else
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{
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auto pair = std::make_pair(tc, !tc);
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info.Insert(ImageID, pair);
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}
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}
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void FImageSource::BeginPrecaching()
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{
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precacheInfo.Clear();
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}
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void FImageSource::EndPrecaching()
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{
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precacheDataPaletted.Clear();
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precacheDataRgba.Clear();
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}
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void FImageSource::RegisterForPrecache(FImageSource *img, bool requiretruecolor)
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{
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img->CollectForPrecache(precacheInfo, requiretruecolor);
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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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typedef FImageSource * (*CreateFunc)(FileReader & file, int lumpnum);
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struct TexCreateInfo
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{
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CreateFunc TryCreate;
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bool checkflat;
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};
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FImageSource *IMGZImage_TryCreate(FileReader &, int lumpnum);
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FImageSource *PNGImage_TryCreate(FileReader &, int lumpnum);
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FImageSource *JPEGImage_TryCreate(FileReader &, int lumpnum);
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FImageSource *DDSImage_TryCreate(FileReader &, int lumpnum);
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FImageSource *PCXImage_TryCreate(FileReader &, int lumpnum);
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FImageSource *TGAImage_TryCreate(FileReader &, int lumpnum);
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FImageSource *StbImage_TryCreate(FileReader &, int lumpnum);
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FImageSource *AnmImage_TryCreate(FileReader &, int lumpnum);
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FImageSource *RawPageImage_TryCreate(FileReader &, int lumpnum);
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FImageSource *FlatImage_TryCreate(FileReader &, int lumpnum);
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FImageSource *PatchImage_TryCreate(FileReader &, int lumpnum);
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FImageSource *EmptyImage_TryCreate(FileReader &, int lumpnum);
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FImageSource *AutomapImage_TryCreate(FileReader &, int lumpnum);
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// Examines the lump contents to decide what type of texture to create,
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// and creates the texture.
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FImageSource * FImageSource::GetImage(int lumpnum, bool isflat)
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{
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static TexCreateInfo CreateInfo[] = {
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{ IMGZImage_TryCreate, false },
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{ PNGImage_TryCreate, false },
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{ JPEGImage_TryCreate, false },
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{ DDSImage_TryCreate, false },
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{ PCXImage_TryCreate, false },
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{ StbImage_TryCreate, false },
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{ TGAImage_TryCreate, false },
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{ AnmImage_TryCreate, false },
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{ RawPageImage_TryCreate, false },
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{ FlatImage_TryCreate, true }, // flat detection is not reliable, so only consider this for real flats.
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{ PatchImage_TryCreate, false },
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{ EmptyImage_TryCreate, false },
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{ AutomapImage_TryCreate, false },
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};
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if (lumpnum == -1) return nullptr;
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unsigned size = ImageForLump.Size();
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if (size <= (unsigned)lumpnum)
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{
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// Hires textures can be added dynamically to the end of the lump array, so this must be checked each time.
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ImageForLump.Resize(lumpnum + 1);
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for (; size < ImageForLump.Size(); size++) ImageForLump[size] = nullptr;
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}
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// An image for this lump already exists. We do not need another one.
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if (ImageForLump[lumpnum] != nullptr) return ImageForLump[lumpnum];
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auto data = fileSystem.OpenFileReader(lumpnum);
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if (!data.isOpen())
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return nullptr;
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for (size_t i = 0; i < countof(CreateInfo); i++)
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{
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if (!CreateInfo[i].checkflat || isflat)
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{
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auto image = CreateInfo[i].TryCreate(data, lumpnum);
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if (image != nullptr)
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{
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ImageForLump[lumpnum] = image;
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return image;
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}
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}
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}
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return nullptr;
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}
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