mirror of
https://github.com/ZDoom/Raze.git
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c4c9f4acbe
This was the only place in the engine using BestColor directly with the game palette.
489 lines
13 KiB
C++
489 lines
13 KiB
C++
/*
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** voxels.cpp
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**
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**---------------------------------------------------------------------------
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** Copyright 2010-2011 Randy Heit
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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 <stdio.h>
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#include <stdlib.h>
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#include <algorithm>
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#include <ctype.h>
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#include "m_swap.h"
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#include "m_argv.h"
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#include "filesystem.h"
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#include "v_video.h"
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#include "sc_man.h"
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#include "voxels.h"
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#include "printf.h"
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void VOX_AddVoxel(int sprnum, int frame, FVoxelDef *def);
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TDeletingArray<FVoxel *> Voxels; // used only to auto-delete voxels on exit.
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TDeletingArray<FVoxelDef *> VoxelDefs;
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//==========================================================================
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//
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// GetVoxelRemap
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//
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// Calculates a remap table for the voxel's palette. Results are cached so
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// passing the same palette repeatedly will not require repeated
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// recalculations.
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//
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//==========================================================================
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static uint8_t *GetVoxelRemap(const uint8_t *pal)
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{
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static uint8_t remap[256];
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static uint8_t oldpal[768];
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static bool firsttime = true;
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if (firsttime || memcmp(oldpal, pal, 768) != 0)
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{ // Not the same palette as last time, so recalculate.
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firsttime = false;
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memcpy(oldpal, pal, 768);
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for (int i = 0; i < 256; ++i)
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{
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// The voxel palette uses VGA colors, so we have to expand it
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// from 6 to 8 bits per component.
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remap[i] = ColorMatcher.Pick(
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(oldpal[i*3 + 0] << 2) | (oldpal[i*3 + 0] >> 4),
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(oldpal[i*3 + 1] << 2) | (oldpal[i*3 + 1] >> 4),
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(oldpal[i*3 + 2] << 2) | (oldpal[i*3 + 2] >> 4));
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}
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}
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return remap;
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}
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//==========================================================================
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//
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// CopyVoxelSlabs
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//
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// Copy all the slabs in a block of slabs.
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//
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//==========================================================================
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static bool CopyVoxelSlabs(kvxslab_t *dest, const kvxslab_t *src, int size)
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{
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while (size >= 3)
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{
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int slabzleng = src->zleng;
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if (3 + slabzleng > size)
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{ // slab is too tall
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return false;
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}
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dest->ztop = src->ztop;
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dest->zleng = src->zleng;
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dest->backfacecull = src->backfacecull;
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for (int j = 0; j < slabzleng; ++j)
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{
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dest->col[j] = src->col[j];
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}
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slabzleng += 3;
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src = (kvxslab_t *)((uint8_t *)src + slabzleng);
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dest = (kvxslab_t *)((uint8_t *)dest + slabzleng);
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size -= slabzleng;
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}
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return true;
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}
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//==========================================================================
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//
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// RemapVoxelSlabs
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//
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// Remaps all the slabs in a block of slabs.
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//
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//==========================================================================
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static void RemapVoxelSlabs(kvxslab_t *dest, int size, const uint8_t *remap)
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{
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while (size >= 3)
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{
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int slabzleng = dest->zleng;
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for (int j = 0; j < slabzleng; ++j)
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{
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dest->col[j] = remap[dest->col[j]];
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}
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slabzleng += 3;
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dest = (kvxslab_t *)((uint8_t *)dest + slabzleng);
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size -= slabzleng;
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}
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}
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//==========================================================================
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//
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// R_LoadKVX
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//
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//==========================================================================
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#if defined __GNUC__ && !defined __clang__
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#pragma GCC push_options
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#pragma GCC optimize ("-fno-tree-loop-vectorize")
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#endif // __GNUC__ && !__clang__
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FVoxel *R_LoadKVX(int lumpnum)
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{
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const kvxslab_t *slabs[MAXVOXMIPS];
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FVoxel *voxel = new FVoxel;
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const uint8_t *rawmip;
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int mip, maxmipsize;
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int i, j, n;
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FileData lump = fileSystem.ReadFile(lumpnum); // FileData adds an extra 0 byte to the end.
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uint8_t *rawvoxel = (uint8_t *)lump.GetMem();
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int voxelsize = (int)(lump.GetSize()-1);
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// Oh, KVX, why couldn't you have a proper header? We'll just go through
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// and collect each MIP level, doing lots of range checking, and if the
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// last one doesn't end exactly 768 bytes before the end of the file,
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// we'll reject it.
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for (mip = 0, rawmip = rawvoxel, maxmipsize = voxelsize - 768 - 4;
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mip < MAXVOXMIPS;
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mip++)
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{
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int numbytes = GetInt(rawmip);
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if (numbytes > maxmipsize || numbytes < 24)
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{
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break;
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}
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rawmip += 4;
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FVoxelMipLevel *mipl = &voxel->Mips[mip];
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// Load header data.
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mipl->SizeX = GetInt(rawmip + 0);
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mipl->SizeY = GetInt(rawmip + 4);
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mipl->SizeZ = GetInt(rawmip + 8);
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mipl->Pivot.X = GetInt(rawmip + 12) / 256.;
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mipl->Pivot.Y = GetInt(rawmip + 16) / 256.;
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mipl->Pivot.Z = GetInt(rawmip + 20) / 256.;
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// How much space do we have for voxdata?
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int offsetsize = (mipl->SizeX + 1) * 4 + mipl->SizeX * (mipl->SizeY + 1) * 2;
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int voxdatasize = numbytes - 24 - offsetsize;
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if (voxdatasize < 0)
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{ // Clearly, not enough.
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break;
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}
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if (voxdatasize != 0)
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{ // This mip level is not empty.
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// Allocate slab data space.
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mipl->OffsetX = new int[(numbytes - 24 + 3) / 4];
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mipl->OffsetXY = (short *)(mipl->OffsetX + mipl->SizeX + 1);
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mipl->SlabData = (uint8_t *)(mipl->OffsetXY + mipl->SizeX * (mipl->SizeY + 1));
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// Load x offsets.
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for (i = 0, n = mipl->SizeX; i <= n; ++i)
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{
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// The X offsets stored in the KVX file are relative to the start of the
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// X offsets array. Make them relative to voxdata instead.
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mipl->OffsetX[i] = GetInt(rawmip + 24 + i * 4) - offsetsize;
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}
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// The first X offset must be 0 (since we subtracted offsetsize), according to the spec:
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// NOTE: xoffset[0] = (xsiz+1)*4 + xsiz*(ysiz+1)*2 (ALWAYS)
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if (mipl->OffsetX[0] != 0)
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{
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break;
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}
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// And the final X offset must point just past the end of the voxdata.
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if (mipl->OffsetX[mipl->SizeX] != voxdatasize)
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{
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break;
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}
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// Load xy offsets.
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i = 24 + i * 4;
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for (j = 0, n *= mipl->SizeY + 1; j < n; ++j)
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{
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mipl->OffsetXY[j] = GetShort(rawmip + i + j * 2);
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}
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// Ensure all offsets are within bounds.
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for (i = 0; i < mipl->SizeX; ++i)
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{
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int xoff = mipl->OffsetX[i];
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for (j = 0; j < mipl->SizeY; ++j)
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{
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int yoff = mipl->OffsetXY[(mipl->SizeY + 1) * i + j];
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if (unsigned(xoff + yoff) > unsigned(voxdatasize))
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{
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delete voxel;
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return NULL;
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}
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}
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}
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// Record slab location for the end.
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slabs[mip] = (kvxslab_t *)(rawmip + 24 + offsetsize);
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}
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// Time for the next mip Level.
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rawmip += numbytes;
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maxmipsize -= numbytes + 4;
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}
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// Did we get any mip levels, and if so, does the last one leave just
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// enough room for the palette after it?
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if (mip == 0 || rawmip != rawvoxel + voxelsize - 768)
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{
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delete voxel;
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return NULL;
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}
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// Do not count empty mips at the end.
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for (; mip > 0; --mip)
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{
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if (voxel->Mips[mip - 1].SlabData != NULL)
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break;
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}
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voxel->NumMips = mip;
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// Fix pivot data for submips, since some tools seem to like to just center these.
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for (i = 1; i < mip; ++i)
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{
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voxel->Mips[i].Pivot = voxel->Mips[i - 1].Pivot / 2;
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}
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for (i = 0; i < mip; ++i)
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{
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if (!CopyVoxelSlabs((kvxslab_t *)voxel->Mips[i].SlabData, slabs[i], voxel->Mips[i].OffsetX[voxel->Mips[i].SizeX]))
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{ // Invalid slabs encountered. Reject this voxel.
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delete voxel;
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return NULL;
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}
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}
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voxel->LumpNum = lumpnum;
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voxel->Palette.Resize(768);
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memcpy(voxel->Palette.Data(), rawvoxel + voxelsize - 768, 768);
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return voxel;
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}
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#if defined __GNUC__ && !defined __clang__
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#pragma GCC pop_options
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#endif // __GNUC__ && !__clang__
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//==========================================================================
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//
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//
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//
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//==========================================================================
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FVoxelDef *R_LoadVoxelDef(int lumpnum, int spin)
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{
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FVoxel *vox = R_LoadKVX(lumpnum);
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if (vox == NULL)
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{
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Printf("%s is not a valid voxel file\n", fileSystem.GetFileFullName(lumpnum));
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return NULL;
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}
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else
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{
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FVoxelDef *voxdef = new FVoxelDef;
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voxdef->Voxel = vox;
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voxdef->Scale = 1.;
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voxdef->DroppedSpin = voxdef->PlacedSpin = spin;
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voxdef->AngleOffset = 90.;
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Voxels.Push(vox);
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VoxelDefs.Push(voxdef);
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return voxdef;
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}
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}
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//==========================================================================
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//
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// FVoxelMipLevel Constructor
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//
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//==========================================================================
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FVoxelMipLevel::FVoxelMipLevel()
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{
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SizeZ = SizeY = SizeX = 0;
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Pivot.Zero();
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OffsetX = NULL;
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OffsetXY = NULL;
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SlabData = NULL;
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}
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//==========================================================================
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//
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// FVoxelMipLevel Destructor
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//
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//==========================================================================
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FVoxelMipLevel::~FVoxelMipLevel()
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{
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if (OffsetX != NULL)
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{
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delete[] OffsetX;
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}
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}
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//==========================================================================
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//
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// FVoxelMipLevel :: GetSlabData
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//
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//==========================================================================
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uint8_t *FVoxelMipLevel::GetSlabData(bool wantremapped) const
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{
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if (wantremapped && SlabDataRemapped.Size() > 0) return &SlabDataRemapped[0];
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return SlabData;
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}
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//==========================================================================
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//
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// Create true color version of the slab data
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//
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//==========================================================================
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void FVoxel::CreateBgraSlabData()
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{
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if (Bgramade) return;
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Bgramade = true;
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for (int i = 0; i < NumMips; ++i)
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{
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int size = Mips[i].OffsetX[Mips[i].SizeX];
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if (size <= 0) continue;
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Mips[i].SlabDataBgra.Resize(size);
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kvxslab_t *src = (kvxslab_t*)Mips[i].SlabData;
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kvxslab_bgra_t *dest = (kvxslab_bgra_t*)&Mips[i].SlabDataBgra[0];
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while (size >= 3)
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{
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dest->backfacecull = src->backfacecull;
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dest->ztop = src->ztop;
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dest->zleng = src->zleng;
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int slabzleng = src->zleng;
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for (int j = 0; j < slabzleng; ++j)
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{
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int colorIndex = src->col[j];
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uint32_t red, green, blue;
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if (Palette.Size())
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{
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red = (Palette[colorIndex * 3 + 0] << 2) | (Palette[colorIndex * 3 + 0] >> 4);
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green = (Palette[colorIndex * 3 + 1] << 2) | (Palette[colorIndex * 3 + 1] >> 4);
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blue = (Palette[colorIndex * 3 + 2] << 2) | (Palette[colorIndex * 3 + 2] >> 4);
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}
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else
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{
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red = GPalette.BaseColors[colorIndex].r;
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green = GPalette.BaseColors[colorIndex].g;
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blue = GPalette.BaseColors[colorIndex].b;
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}
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dest->col[j] = 0xff000000 | (red << 16) | (green << 8) | blue;
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}
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slabzleng += 3;
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dest = (kvxslab_bgra_t *)((uint32_t *)dest + slabzleng);
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src = (kvxslab_t *)((uint8_t *)src + slabzleng);
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size -= slabzleng;
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}
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}
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}
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//==========================================================================
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//
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// Remap the voxel to the game palette
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//
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//==========================================================================
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void FVoxel::Remap()
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{
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if (Remapped) return;
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Remapped = true;
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if (Palette.Size())
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{
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uint8_t *remap = GetVoxelRemap(Palette.Data());
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for (int i = 0; i < NumMips; ++i)
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{
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int size = Mips[i].OffsetX[Mips[i].SizeX];
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if (size <= 0) continue;
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Mips[i].SlabDataRemapped.Resize(size);
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memcpy(&Mips[i].SlabDataRemapped [0], Mips[i].SlabData, size);
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RemapVoxelSlabs((kvxslab_t *)&Mips[i].SlabDataRemapped[0], Mips[i].OffsetX[Mips[i].SizeX], remap);
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}
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}
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}
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//==========================================================================
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//
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// Delete the voxel's built-in palette
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//
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//==========================================================================
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void FVoxel::RemovePalette()
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{
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Palette.Reset();
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}
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//==========================================================================
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//
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// VOX_GetVoxel
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//
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// Returns a voxel object for the given lump or NULL if it is not a valid
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// voxel. If the voxel has already been loaded, it will be reused.
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//
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//==========================================================================
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FVoxel* VOX_GetVoxel(int lumpnum)
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{
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// Is this voxel already loaded? If so, return it.
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for (unsigned i = 0; i < Voxels.Size(); ++i)
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{
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if (Voxels[i]->LumpNum == lumpnum)
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{
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return Voxels[i];
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}
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}
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FVoxel* vox = R_LoadKVX(lumpnum);
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if (vox != NULL)
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{
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Voxels.Push(vox);
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}
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return vox;
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}
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