- texture manager update from Raze

* new texture format: ANM - this reads the first frame of a Build-ANM movie as a texture.
* some preparations for indexed (paletted) rendering.
* optimization of the patch texture checker - do not read in the entire file if checking the initial header is sufficient for rejecting it.
This commit is contained in:
Christoph Oelckers 2020-09-27 10:38:12 +02:00
commit 528e4e46b3
15 changed files with 712 additions and 59 deletions

View file

@ -44,17 +44,44 @@
void AnimTexture::SetFrameSize(int format, int width, int height)
{
pixelformat = format;
FTexture::SetSize(width, height);
Image.Resize(width * height * (format == Paletted ? 1 : 3));
pixelformat = format;
memset(Image.Data(), 0, Image.Size());
CleanHardwareTextures();
}
void AnimTexture::SetFrame(const uint8_t* palette, const void* data_)
{
memcpy(Palette, palette, 768);
memcpy(Image.Data(), data_, Width * Height * (pixelformat == Paletted ? 1 : 3));
if (palette) memcpy(Palette, palette, 768);
if (data_)
{
if (pixelformat == YUV)
{
auto spix = (const uint8_t*)data_;
auto dpix = Image.Data();
for (int i = 0; i < Width * Height; i++)
{
int p = i * 4;
int q = i * 3;
float y = spix[p] * (1 / 255.f);
float u = spix[p + 1] * (1 / 255.f) - 0.5f;
float v = spix[p + 2] * (1 / 255.f) - 0.5f;
y = 1.1643f * (y - 0.0625f);
float r = y + 1.5958f * v;
float g = y - 0.39173f * u - 0.81290f * v;
float b = y + 2.017f * u;
dpix[q + 0] = (uint8_t)(clamp(r, 0.f, 1.f) * 255);
dpix[q + 1] = (uint8_t)(clamp(g, 0.f, 1.f) * 255);
dpix[q + 2] = (uint8_t)(clamp(b, 0.f, 1.f) * 255);
}
}
else memcpy(Image.Data(), data_, Width * Height * (pixelformat == Paletted ? 1 : 3));
}
CleanHardwareTextures();
pixelformat = Paletted;
}
//===========================================================================
@ -83,40 +110,18 @@ FBitmap AnimTexture::GetBgraBitmap(const PalEntry* remap, int* trans)
dpix[p + 3] = 255;
}
}
else if (pixelformat == RGB)
else if (pixelformat == RGB || pixelformat == YUV)
{
for (int i = 0; i < Width * Height; i++)
{
int p = i * 4;
dpix[p + 0] = spix[p + 2];
dpix[p + 1] = spix[p + 1];
dpix[p + 2] = spix[p];
int q = i * 3;
dpix[p + 0] = spix[q + 2];
dpix[p + 1] = spix[q + 1];
dpix[p + 2] = spix[q];
dpix[p + 3] = 255;
}
}
else if (pixelformat == YUV)
{
for (int i = 0; i < Width * Height; i++)
{
int p = i * 4;
float y = spix[p] * (1 / 255.f);
float u = spix[p + 1] * (1 / 255.f) - 0.5f;
float v = spix[p + 2] * (1 / 255.f) - 0.5f;
y = 1.1643f * (y - 0.0625f);
float r = y + 1.5958f * v;
float g = y - 0.39173f * u - 0.81290f * v;
float b = y + 2.017f * u;
dpix[p + 0] = (uint8_t)(clamp(b, 0.f, 1.f) * 255);
dpix[p + 1] = (uint8_t)(clamp(g, 0.f, 1.f) * 255);
dpix[p + 2] = (uint8_t)(clamp(r, 0.f, 1.f) * 255);
dpix[p + 3] = 255;
}
return bmp;
}
return bmp;
}
@ -135,8 +140,14 @@ AnimTextures::AnimTextures()
AnimTextures::~AnimTextures()
{
tex[0]->CleanHardwareData(true);
tex[1]->CleanHardwareData(true);
Clean();
}
void AnimTextures::Clean()
{
if (tex[0]) tex[0]->CleanHardwareData(true);
if (tex[1]) tex[1]->CleanHardwareData(true);
tex[0] = tex[1] = nullptr;
}
void AnimTextures::SetSize(int format, int width, int height)