- 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.
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15 changed files with 712 additions and 59 deletions
171
src/common/textures/formats/anmtexture.cpp
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src/common/textures/formats/anmtexture.cpp
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/*
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** anmtexture.cpp
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** Texture class for reading the first frame of Build ANM files
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**
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**---------------------------------------------------------------------------
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** Copyright 2020 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 "files.h"
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#include "filesystem.h"
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#include "bitmap.h"
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#include "imagehelpers.h"
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#include "image.h"
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#include "animlib.h"
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//==========================================================================
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//
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//
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//==========================================================================
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class FAnmTexture : public FImageSource
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{
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public:
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FAnmTexture (int lumpnum, int w, int h);
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void ReadFrame(uint8_t *buffer, uint8_t *palette);
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TArray<uint8_t> CreatePalettedPixels(int conversion) override;
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int CopyPixels(FBitmap *bmp, int conversion) override;
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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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FImageSource *AnmImage_TryCreate(FileReader & file, int lumpnum)
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{
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file.Seek(0, FileReader::SeekSet);
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char check[4];
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file.Read(check, 4);
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if (memcmp(check, "LPF ", 4)) return nullptr;
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file.Seek(0, FileReader::SeekSet);
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auto buffer = file.ReadPadded(1);
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anim_t anim;
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if (ANIM_LoadAnim(&anim, buffer.Data(), buffer.Size() - 1) < 0)
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{
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return nullptr;
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}
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int numframes = ANIM_NumFrames(&anim);
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if (numframes >= 1)
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{
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return new FAnmTexture(lumpnum, 320, 200);
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}
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return nullptr;
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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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FAnmTexture::FAnmTexture (int lumpnum, int w, int h)
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: FImageSource(lumpnum)
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{
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Width = w;
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Height = h;
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LeftOffset = 0;
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TopOffset = 0;
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}
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void FAnmTexture::ReadFrame(uint8_t *pixels, uint8_t *palette)
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{
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FileData lump = fileSystem.ReadFile (SourceLump);
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uint8_t *source = (uint8_t *)lump.GetMem();
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anim_t anim;
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if (ANIM_LoadAnim(&anim, source, (int)lump.GetSize()) >= 0)
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{
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int numframes = ANIM_NumFrames(&anim);
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if (numframes >= 1)
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{
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memcpy(palette, ANIM_GetPalette(&anim), 768);
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memcpy(pixels, ANIM_DrawFrame(&anim, 1), Width*Height);
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return;
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}
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}
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memset(pixels, 0, Width*Height);
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memset(palette, 0, 768);
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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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TArray<uint8_t> FAnmTexture::CreatePalettedPixels(int conversion)
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{
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TArray<uint8_t> pixels(Width*Height, true);
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uint8_t buffer[64000];
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uint8_t palette[768];
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uint8_t remap[256];
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ReadFrame(buffer, palette);
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for(int i=0;i<256;i++)
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{
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remap[i] = ColorMatcher.Pick(palette[i*3], palette[i*3+1], palette[i*3+2]);
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}
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ImageHelpers::FlipNonSquareBlockRemap (pixels.Data(), buffer, Width, Height, Width, remap);
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return pixels;
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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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int FAnmTexture::CopyPixels(FBitmap *bmp, int conversion)
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{
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uint8_t buffer[64000];
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uint8_t palette[768];
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ReadFrame(buffer, palette);
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auto dpix = bmp->GetPixels();
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for (int i = 0; i < Width * Height; i++)
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{
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int p = i * 4;
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int index = buffer[i];
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dpix[p + 0] = palette[index * 3 + 2];
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dpix[p + 1] = palette[index * 3 + 1];
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dpix[p + 2] = palette[index * 3];
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dpix[p + 3] = 255;
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}
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return -1;
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}
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