New texture loader.

This commit is contained in:
Glenn Maynard
2002-10-24 04:16:15 +00:00
parent 161fd75058
commit 4c50a27275
+282 -12
View File
@@ -7,27 +7,63 @@
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
Glenn Maynard
-----------------------------------------------------------------------------
*/
//-----------------------------------------------------------------------------
// In-line Links
//-----------------------------------------------------------------------------
//#pragma comment(lib, "winmm.lib")
#pragma comment(lib, "dxerr8.lib")
//-----------------------------------------------------------------------------
// Includes
//-----------------------------------------------------------------------------
#include "RageBitmapTexture.h"
#include "dxerr8.h"
#include "DXUtil.h"
#include "RageUtil.h"
#include "RageLog.h"
#include "RageException.h"
#include "SDL.h"
#include "SDL_image.h"
#include "SDL_endian.h"
#include "SDL_rotozoom.h"
#include "SDL_utils.h"
#include "SDL_dither.h"
#include "RageTimer.h"
/* Definitions for various texture formats. We'll probably want RGBA
* in OpenGL, not ARGB ... All of these are in local (little) endian;
* this may or may not need adjustment for OpenGL. */
const static unsigned int PixFmtMasks[][5] =
{
/* Err. D3D's texture formats are little-endian, so the order of
* colors (bytewise) is BGRA; D3DFMT_A8R8G8B8 is really BGRA (bytewise).
* D3DFMT_A4R4G4B4 is 0xGBAR; flip the bytes and it's sane (0xARGB).
*/
{ 0x00FF0000, /* B8G8R8A8 */
0x0000FF00,
0x000000FF,
0xFF000000, 32 },
{ 0x0F00, /* B4G4R4A4 */
0x00F0,
0x000F,
0xF000, 16 },
{ 0x7C00, /* B5G5R5A1 */
0x03E0,
0x001F,
0x8000, 16 },
{ 0xF800, /* B5G6R5 */
0x07E0,
0x001F,
0x0000, 16 }
};
int PixFmtMaskNo(D3DFORMAT fmt)
{
switch(fmt) {
case D3DFMT_A8R8G8B8: return 0;
case D3DFMT_A4R4G4B4: return 1;
case D3DFMT_A1R5G5B5: return 2;
case D3DFMT_R5G6B5: return 3;
default: ASSERT(0); return 0;
}
}
//-----------------------------------------------------------------------------
// RageBitmapTexture constructor
@@ -84,6 +120,238 @@ LPDIRECT3DTEXTURE8 RageBitmapTexture::GetD3DTexture()
return m_pd3dTexture;
}
#if 1
static int power_of_two(int input)
{
int value = 1;
while ( value < input ) value <<= 1;
return value;
}
/*
* Each dwMaxSize, dwTextureColorDepth and iAlphaBits are maximums; we may
* use less. iAlphaBits must be 0, 1 or 4.
*
* XXX: change iAlphaBits == 4 to iAlphaBits == 8 to indicate "as much alpha
* as needed", since that's what it really is; still only use 4 in 16-bit textures.
*
* Dither forces dithering when loading 16-bit textures.
* Stretch forces the loaded image to fill the texture completely.
*/
/* Implementation:
* Load the input image first. Adjust texture hints and determine the desired
* texture format. Set up the texture. Adjust members based on what texture
* type we really got.
*
* If stretching, resize the loaded image to the destination size. This can be done
* in the loaded image format.
*
* If dithering: Convert the loaded image to RGBA8888, to make the dither simpler.
* (Most loaded images are in that format anyway.) Dither into the destination
* surface.
*
* If not dithering: convert the loaded image to the destination surface.
*
* Last, copy the destination surface into the destination texture.
*
* This could be a bit more efficient, to eliminate an extra conversion or two when
* stretching or dithering (or both), but most images do neither ...
*/
void RageBitmapTexture::Create(
int dwMaxSize,
int dwTextureColorDepth,
int iMipMaps,
int iAlphaBits,
bool bDither,
bool bStretch
)
{
HRESULT hr;
// look in the file name for a format hints
m_sFilePath.MakeLower();
if( m_sFilePath.Find("no alpha") != -1 ) iAlphaBits = 0;
else if( m_sFilePath.Find("1 alpha") != -1 ) iAlphaBits = 1;
else if( m_sFilePath.Find("1alpha") != -1 ) iAlphaBits = 1;
else if( m_sFilePath.Find("0alpha") != -1 ) iAlphaBits = 0;
if( m_sFilePath.Find("dither") != -1 ) bDither = true;
/* Load the image into an SDL surface. */
RageTimer q; static float xxx = 0;
SDL_Surface *img = IMG_Load(m_sFilePath);
xxx += q.GetDeltaTime();
LOG->Trace("load %f", xxx);
/* Figure out which texture format to use. */
D3DFORMAT fmtTexture;
// dwTextureColorDepth = 32;
if( dwTextureColorDepth == 16 ) {
/* 8-bit indexed color (BPP == 1) never needs more than 1 bit of alpha.
*
* If a file has only one bit of alpha, it'll never need more. (But if
* it has no alpha channel at all, it might still end up needing one
* for the color key.)
*
* XXX format->alpha isn't a bit count */
if( img->format->BytesPerPixel == 1 || img->format->alpha == 1 )
iAlphaBits = min(1, iAlphaBits);
/* If we have no transparency, we don't need any alpha bits. */
if( !img->format->alpha && !img->format->colorkey )
iAlphaBits = 0;
/* XXX todo? In debug mode only (or something), search for files that set a
* color key or alpha but don't use it and log it. If they don't have a color key set
* at all, we can load it more efficiently. Don't just scan every texture all
* the time to check this, though; better off getting it right in the data than
* spending cycles in a release build.
*
* Scan the image, and see if it actually uses its alpha channel/color key (if any). Reduce
* to 1 or 0 bits of alpha if possible. */
switch( iAlphaBits ) {
case 0: fmtTexture = D3DFMT_R5G6B5; break;
case 1: fmtTexture = D3DFMT_A1R5G5B5; break;
case 4: fmtTexture = D3DFMT_A4R4G4B4; break;
default:
ASSERT(0); // invalid iAlphaBits value
fmtTexture = D3DFMT_A1R5G5B5; break;
}
// fmtTexture = D3DFMT_A4R4G4B4;
} else if( dwTextureColorDepth == 32 )
fmtTexture = D3DFMT_A8R8G8B8;
else
throw RageException( "Invalid color depth: %d bits", dwTextureColorDepth );
// find out what the max texture size is
dwMaxSize = min( dwMaxSize, int(DISPLAY->GetDeviceCaps().MaxTextureWidth) );
/* Save information about the source. Unless something else changes this
* later, the image inside the texture is the same size as the source. */
m_iImageWidth = m_iSourceWidth = img->w;
m_iImageHeight = m_iSourceHeight = img->h;
/* Texture dimensions need to be a power of two; jump to the next. */
m_iTextureWidth = power_of_two(img->w);
m_iTextureHeight = power_of_two(img->h);
/* Cap the size. */
m_iTextureWidth = min(m_iTextureWidth, int(dwMaxSize));
m_iTextureHeight = min(m_iTextureHeight, int(dwMaxSize));
if( FAILED( hr = m_pd3dDevice->CreateTexture(
m_iTextureWidth, // width
m_iTextureHeight, // height
1, // mip map levels XXX: sending 4 breaks 2x2 pngs
0, // usage (is a render target?)
fmtTexture, // our preferred texture format
D3DPOOL_MANAGED, // which memory pool
&m_pd3dTexture) ))
{
throw RageException( hr, "CreateTexture() failed for file '%s'.", m_sFilePath );
}
{
D3DSURFACE_DESC ddsd;
if ( FAILED( hr = m_pd3dTexture->GetLevelDesc( 0, &ddsd ) ) )
throw RageException( hr, "Could not get level Description of D3D texture!" );
/* We might have received a texture of a different size or format than
* we asked for. */
m_iTextureWidth = ddsd.Width;
m_iTextureHeight = ddsd.Height;
fmtTexture = ddsd.Format;
}
/* If the source is larger than the texture, we have to scale it down; that's
* "stretching", I guess. */
bStretch |= m_iSourceWidth > m_iTextureWidth || m_iSourceHeight > m_iTextureHeight;
int target = PixFmtMaskNo(fmtTexture);
/* Dither only when the target is 16bpp, not when it's 32bpp. */
if( PixFmtMasks[target][4] /* XXX magic 4 */ == 4)
bDither = false;
// bStretch = bDither = false;
if( bStretch ) {
/* zoomSurface takes a ratio. I'm not sure if it's always exact; we don't
* want to accidentally create a 513x513 texture, for example (it won't just
* cause lines; it'll be copied to the texture completely wrong). */
/* If zoomSurface is having problems with some pixel formats, this will
* sanitize it: */
/* if(img->format->BitsPerPixel == 8 || img->format->colorkey) {
int mask = 0;
SDL_Surface *dst = SDL_CreateRGBSurfaceSane(SDL_SWSURFACE, img->w, img->h, PixFmtMasks[target][4],
PixFmtMasks[target][0], PixFmtMasks[target][1], PixFmtMasks[target][2], PixFmtMasks[target][3]);
SDL_FreeSurface(img);
img = dst;
} */
SDL_Surface *dst;
dst = zoomSurface(img, float(m_iTextureWidth)/m_iImageWidth,
float(m_iTextureHeight) / m_iImageHeight, SMOOTHING_ON);
SDL_FreeSurface(img);
img = dst;
/* The new image size is the full texture size. */
m_iImageWidth = m_iTextureWidth;
m_iImageHeight = m_iTextureHeight;
}
if( bDither )
{
RageTimer t;
/* Dither down to the destination format. */
SDL_Surface *dst = SDL_CreateRGBSurfaceSane(SDL_SWSURFACE, img->w, img->h, PixFmtMasks[target][4],
PixFmtMasks[target][0], PixFmtMasks[target][1], PixFmtMasks[target][2], PixFmtMasks[target][3]);
LOG->Trace("dithered in %f", t.GetDeltaTime());
SM_SDL_OrderedDither(img, dst);
SDL_FreeSurface(img);
img = dst;
LOG->Trace("dithered in %f", t.GetDeltaTime());
}
/* Convert the data to the destination format. Hmm. We could just
* convert the format, leaving the resolution alone (simplifying
* ConvertSDLSurface), and then load the texture a little more
* intelligently. If we do that with OpenGL, is the rest
* of the texture (that we didn't fill) guaranteed to be black?
* We don't want anything else to be linearly filtered in on the
* edge of the texture ...
*/
ConvertSDLSurface(img, m_iTextureWidth, m_iTextureHeight, PixFmtMasks[target][4],
PixFmtMasks[target][0], PixFmtMasks[target][1], PixFmtMasks[target][2], PixFmtMasks[target][3]);
/* Copy the data to the target texture. */
{
D3DLOCKED_RECT d3dlr;
if( FAILED( hr=m_pd3dTexture->LockRect(0, &d3dlr, 0, 0) ) )
throw RageException( hr, "LockRect failed for file '%s'.", m_sFilePath );
memcpy( (byte *)(d3dlr.pBits), img->pixels, img->h*img->pitch );
ASSERT( !FAILED( m_pd3dTexture->UnlockRect(0) ) ) ;
}
SDL_FreeSurface(img);
LOG->Trace( "RageBitmapTexture: Loaded '%s' (%ux%u) from disk. bStretch = %d, source %d,%d; image %d,%d.",
m_sFilePath, GetTextureWidth(), GetTextureHeight(),
bStretch, m_iSourceWidth, m_iSourceHeight,
m_iImageWidth, m_iImageHeight);
}
#else
#include "DXUtil.h"
#include "dxerr8.h"
void RageBitmapTexture::Create(
int dwMaxSize,
@@ -192,6 +460,7 @@ void RageBitmapTexture::Create(
m_iTextureWidth = ddsd.Width;
m_iTextureHeight = ddsd.Height;
if( bStretch )
{
m_iImageWidth = m_iTextureWidth;
@@ -215,3 +484,4 @@ void RageBitmapTexture::Create(
);
}
#endif