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raze/source/common/models/voxels.cpp
Christoph Oelckers c4c9f4acbe - call ColorMatcher.Pick instead of BestColor when remapping a voxel.
This was the only place in the engine using BestColor directly with the game palette.
2021-08-14 09:49:03 +02:00

489 lines
13 KiB
C++

/*
** 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 <stdio.h>
#include <stdlib.h>
#include <algorithm>
#include <ctype.h>
#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<FVoxel *> Voxels; // used only to auto-delete voxels on exit.
TDeletingArray<FVoxelDef *> 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 = 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;
}