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itgmania212121/stepmania/src/RageBitmapTexture.cpp
T
Chris Danford 4b7d640324 support noteskin-changing attacks
cache trick icons
change AI probability format
2003-04-22 04:54:04 +00:00

491 lines
16 KiB
C++

#include "global.h"
/*
-----------------------------------------------------------------------------
Class: RageBitmapTexture
Desc: Holder for a static texture with metadata. Can load just about any image format.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Glenn Maynard
Chris Danford
-----------------------------------------------------------------------------
*/
#include "RageBitmapTexture.h"
#include "RageUtil.h"
#include "RageLog.h"
#include "RageException.h"
#include "RageDisplay.h"
#include "RageDisplayInternal.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"
enum pixfmts {
FMT_RGBA8,
FMT_RGBA4,
FMT_RGB5A1,
FMT_PAL,
NUM_PIX_FORMATS
};
/* Return true for pixfmts that need to be converted to FMT_RGBA8 for GLDirect
* (those with packed pixel data types). */
static bool IsPackedPixelFormat(GLenum pixfmt)
{
return pixfmt == FMT_RGBA4 || pixfmt == FMT_RGB5A1;
}
/* 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. */
struct PixFmt_t {
int bpp;
GLenum internalfmt; /* target format */
GLenum format; /* target format */
GLenum type; /* data format */
unsigned int masks[4];
} PixFmtMasks[NUM_PIX_FORMATS] = {
/* XXX: GL_UNSIGNED_SHORT_4_4_4_4 is affected by endianness; GL_UNSIGNED_BYTE
* is not, but all SDL masks are affected by endianness, so GL_UNSIGNED_BYTE
* is reversed. This isn't endian-safe. */
{
/* B8G8R8A8 */
32,
GL_RGBA8,
GL_RGBA,
GL_UNSIGNED_BYTE,
{ 0x000000FF,
0x0000FF00,
0x00FF0000,
0xFF000000 }
}, {
/* B4G4R4A4 */
16,
GL_RGBA4,
GL_RGBA,
GL_UNSIGNED_SHORT_4_4_4_4,
{ 0xF000,
0x0F00,
0x00F0,
0x000F },
}, {
/* B5G5R5A1 */
16,
GL_RGB5_A1,
GL_RGBA,
GL_UNSIGNED_SHORT_5_5_5_1,
{ 0xF800,
0x07C0,
0x003E,
0x0001 },
}, {
/* Paletted */
8,
GL_COLOR_INDEX8_EXT,
GL_COLOR_INDEX,
GL_UNSIGNED_BYTE,
{ 0,0,0,0 } /* N/A */
}
};
int PixFmtMaskNo(GLenum fmt)
{
switch(fmt) {
case GL_RGBA8: return FMT_RGBA8;
case GL_RGBA4: return FMT_RGBA4;
case GL_RGB5_A1: return FMT_RGB5A1;
default: ASSERT(0); return FMT_RGBA8;
}
}
//-----------------------------------------------------------------------------
// RageBitmapTexture constructor
//-----------------------------------------------------------------------------
RageBitmapTexture::RageBitmapTexture( RageTextureID name ) :
RageTexture( name )
{
// LOG->Trace( "RageBitmapTexture::RageBitmapTexture()" );
m_uGLTextureID = 0;
Create(); // sFilePath and prefs are saved by RageTexture()
}
RageBitmapTexture::~RageBitmapTexture()
{
if(m_uGLTextureID)
glDeleteTextures(1,reinterpret_cast<GLuint*>(&m_uGLTextureID));
}
void RageBitmapTexture::Reload()
{
RageTexture::Reload();
DISPLAY->SetTexture(0);
if(m_uGLTextureID)
{
glDeleteTextures(1, reinterpret_cast<GLuint*>(&m_uGLTextureID));
m_uGLTextureID = 0;
}
Create();
}
/* 1. Create (and return) a surface ready to be loaded to OpenGL,
* 2. Set up m_ActualID, and
* 3. Set these texture parameters:
* m_iSourceWidth, m_iSourceHeight
* m_iTextureWidth, m_iTextureHeight
* m_iImageWidth, m_iImageHeight
* m_iFramesWide, m_iFramesHigh
*/
SDL_Surface *RageBitmapTexture::CreateImg(int &pixfmt)
{
/* Load the image into an SDL surface. */
SDL_Surface *img = IMG_Load(GetFilePath());
/* XXX: Wait, we don't want to throw for all images; in particular, we
* want to tolerate corrupt/unknown background images. */
if(img == NULL)
RageException::Throw( "RageBitmapTexture: Couldn't load %s: %s", GetFilePath().GetString(), SDL_GetError() );
if(m_ActualID.bHotPinkColorKey)
{
/* Annoying: SDL will do a nearest-match on paletted images if
* they don't have the color we ask for, so images without HOT PINK
* will get some other random color transparent. We have to make
* sure the value returned for paletted images is exactly #FF00FF. */
int color = SDL_MapRGB(img->format, 0xFF, 0, 0xFF);
if( img->format->BitsPerPixel == 8 ) {
if(img->format->palette->colors[color].r != 0xFF ||
img->format->palette->colors[color].g != 0x00 ||
img->format->palette->colors[color].b != 0xFF )
color = -1;
}
if( color != -1 )
SDL_SetColorKey( img, SDL_SRCCOLORKEY, color);
}
{
/* This should eventually obsolete 8alphaonly, 0alpha and 1alpha,
* and remove the need to special case background loads. Do this
* after setting the color key for paletted images; it'll also return
* TRAIT_NO_TRANSPARENCY if the color key is never used. */
int traits = FindSurfaceTraits(img);
if(traits & TRAIT_NO_TRANSPARENCY)
m_ActualID.iAlphaBits = 0;
else if(traits & TRAIT_BOOL_TRANSPARENCY)
m_ActualID.iAlphaBits = 1;
if(traits & TRAIT_WHITE_ONLY)
m_ActualID.iTransparencyOnly = 8;
}
// look in the file name for a format hints
CString HintString = GetFilePath();
HintString.MakeLower();
if( HintString.Find("4alphaonly") != -1 ) m_ActualID.iTransparencyOnly = 4;
else if( HintString.Find("8alphaonly") != -1 ) m_ActualID.iTransparencyOnly = 8;
// else if( HintString.Find("no alpha") != -1 ) m_ActualID.iAlphaBits = 0;
// else if( HintString.Find("0alpha") != -1 ) m_ActualID.iAlphaBits = 0;
// else if( HintString.Find("1 alpha") != -1 ) m_ActualID.iAlphaBits = 1;
// else if( HintString.Find("1alpha") != -1 ) m_ActualID.iAlphaBits = 1;
if( HintString.Find("dither") != -1 ) m_ActualID.bDither = true;
if( m_ActualID.iTransparencyOnly )
{
/* Treat the image as 32-bit, so we don't lose any alpha precision. */
m_ActualID.iColorDepth = 32;
}
GLenum fmtTexture;
/* Figure out which texture format to use. */
if( m_ActualID.iColorDepth == 16 )
{
/* Bits of alpha in the source: */
int src_alpha_bits = 8 - img->format->Aloss;
/* No real alpha in paletted input. */
if( img->format->BytesPerPixel == 1 )
src_alpha_bits = 0;
/* Colorkeyed input effectively has at least one bit of alpha: */
if( img->flags & SDL_SRCCOLORKEY )
src_alpha_bits = max( 1, src_alpha_bits );
/* Don't use more than we were hinted to. */
src_alpha_bits = min( m_ActualID.iAlphaBits, src_alpha_bits );
switch( src_alpha_bits ) {
case 0:
case 1:
fmtTexture = GL_RGB5_A1;
break;
default:
fmtTexture = GL_RGBA4;
break;
}
}
else if( m_ActualID.iColorDepth == 32)
fmtTexture = GL_RGBA8;
else
RageException::Throw( "Invalid color depth: %d bits", m_ActualID.iColorDepth );
/* Cap the max texture size to the hardware max. */
m_ActualID.iMaxSize = min( m_ActualID.iMaxSize, DISPLAY->GetMaxTextureSize() );
/* Save information about the source. */
m_iSourceWidth = img->w;
m_iSourceHeight = img->h;
/* image size cannot exceed max size */
m_iImageWidth = min( m_iSourceWidth, m_ActualID.iMaxSize );
m_iImageHeight = min( m_iSourceHeight, m_ActualID.iMaxSize );
/* Texture dimensions need to be a power of two; jump to the next. */
m_iTextureWidth = power_of_two(m_iImageWidth);
m_iTextureHeight = power_of_two(m_iImageHeight);
ASSERT( m_iTextureWidth <= m_ActualID.iMaxSize );
ASSERT( m_iTextureHeight <= m_ActualID.iMaxSize );
if(m_ActualID.bStretch)
{
/* The hints asked for the image to be stretched to the texture size,
* probably for tiling. */
m_iImageWidth = m_iTextureWidth;
m_iImageHeight = m_iTextureHeight;
}
/* If the source is larger than the texture, we have to scale it down; that's
* "stretching", I guess. */
if(m_iSourceWidth != m_iImageWidth || m_iSourceHeight > m_iImageHeight)
m_ActualID.bStretch = true;
pixfmt = PixFmtMaskNo(fmtTexture);
if( m_ActualID.bStretch )
{
/* resize currently only does RGBA8888 */
int mask = 0;
ConvertSDLSurface(img, img->w, img->h, PixFmtMasks[mask].bpp,
PixFmtMasks[mask].masks[0], PixFmtMasks[mask].masks[1],
PixFmtMasks[mask].masks[2], PixFmtMasks[mask].masks[3]);
zoomSurface(img, m_iImageWidth, m_iImageHeight );
}
return img;
}
/*
* 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.
*/
void RageBitmapTexture::Create()
{
/* This will be set to the pixfmt we should use if we use an RGBA texture. */
int desired_rgba_pixfmt;
SDL_Surface *img = CreateImg(desired_rgba_pixfmt);
if(!m_uGLTextureID)
glGenTextures(1, reinterpret_cast<GLuint*>(&m_uGLTextureID));
ASSERT(m_uGLTextureID);
DISPLAY->SetTexture(this);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
/* This is an experiment: some people are seeing skips when the danger
* background comes in. One hypothesis: we're loading the danger background,
* keeping it in memory without displaying it for several games, it gets
* swapped out of texture memory, and then we skip swapping it in.
*
* It's rather small, so I'm not entirely convinced this is what's happening.
* Let's try boosting the texture priority for the danger background and
* see if it goes away. If it does, I'll make texture pris a texture hint
* (or find another way to do this; perhaps we should do a dummy render of
* a texture when it's reused from our texture cache if it hasn't been used
* in a long time). */
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_PRIORITY, 0.5f);
if(GetFilePath().Find("danger") != -1)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_PRIORITY, 1.0f);
int pixfmt = desired_rgba_pixfmt;
retry:
if(img->format->BitsPerPixel == 8 && DISPLAY->GetSpecs().EXT_paletted_texture)
pixfmt = FMT_PAL;
if(pixfmt != FMT_PAL)
{
/* It's either not a paletted image, or we can't handle paletted textures.
* Convert to the desired RGBA format, dithering if appropriate. */
/* Never dither when the target is 32bpp; there's no point. */
if( PixFmtMasks[pixfmt].bpp == 32)
m_ActualID.bDither = false;
if( m_ActualID.bDither )
{
/* Dither down to the destination format. */
SDL_Surface *dst = SDL_CreateRGBSurfaceSane(SDL_SWSURFACE, img->w, img->h, PixFmtMasks[pixfmt].bpp,
PixFmtMasks[pixfmt].masks[0], PixFmtMasks[pixfmt].masks[1],
PixFmtMasks[pixfmt].masks[2], PixFmtMasks[pixfmt].masks[3]);
SM_SDL_OrderedDither(img, dst);
//SM_SDL_ErrorDiffusionDither(img, dst);
SDL_FreeSurface(img);
img = dst;
}
}
/* Convert the data to the destination format if it's not in it already. */
ConvertSDLSurface(img, m_iTextureWidth, m_iTextureHeight, PixFmtMasks[pixfmt].bpp,
PixFmtMasks[pixfmt].masks[0], PixFmtMasks[pixfmt].masks[1],
PixFmtMasks[pixfmt].masks[2], PixFmtMasks[pixfmt].masks[3]);
/* This needs to be done *after* the final resize, since that resize
* may introduce new alpha bits that need to be set. It needs to be
* done *before* we set up the palette, since it might change it. */
FixHiddenAlpha(img);
if(pixfmt == FMT_PAL)
{
/* The image is currently paletted. Let's try to set up a paletted texture. */
GLubyte palette[256*4];
memset(palette, 0, sizeof(palette));
int p = 0;
/* Copy the palette to the simple, unpacked data OGL expects. If
* we're color keyed, change it over as we go. */
for(int i = 0; i < img->format->palette->ncolors; ++i)
{
palette[p++] = img->format->palette->colors[i].r;
palette[p++] = img->format->palette->colors[i].g;
palette[p++] = img->format->palette->colors[i].b;
if(img->flags & SDL_SRCCOLORKEY && i == int(img->format->colorkey))
palette[p++] = 0;
else
palette[p++] = 0xFF; /* opaque */
}
/* Set the palette. */
GLExt::glColorTableEXT(GL_TEXTURE_2D, GL_RGBA8, 256, GL_RGBA, GL_UNSIGNED_BYTE, palette);
GLint RealFormat = 0;
GLExt::glGetColorTableParameterivEXT(GL_TEXTURE_2D, GL_COLOR_TABLE_FORMAT, &RealFormat);
if(RealFormat != GL_RGBA8)
{
/* This is a case I don't expect to happen; if it does, log,
* turn off PT's permanently and continue as an RGBA texture. */
LOG->Info("Expected an RGBA8 palette, got %i instead; disabling paletted textures", RealFormat);
DISPLAY->DisablePalettedTexture();
pixfmt = desired_rgba_pixfmt;
goto retry;
}
}
glPixelStorei(GL_UNPACK_ROW_LENGTH, img->pitch / img->format->BytesPerPixel);
GLenum internalfmt = PixFmtMasks[pixfmt].internalfmt;
if(DISPLAY->GetSpecs().bPackedPixelsCauseProblems &&
IsPackedPixelFormat(pixfmt))
{
/* GLDirect crashes if we give it packed pixel format. We need
* to convert to a non-packed format (FMT_RGBA8). However, we
* can still get 16-bit textures by passing it the appropriate
* internalformat; it'll simply truncate the extra bits. This
* means that it'll still use the dithering we gave it; we just
* have to do a bit of redundant conversion work. */
ConvertSDLSurface(img, m_iTextureWidth, m_iTextureHeight, PixFmtMasks[FMT_RGBA8].bpp,
PixFmtMasks[FMT_RGBA8].masks[0], PixFmtMasks[FMT_RGBA8].masks[1],
PixFmtMasks[FMT_RGBA8].masks[2], PixFmtMasks[FMT_RGBA8].masks[3]);
pixfmt = FMT_RGBA8;
/* (don't change internalfmt) */
}
if(internalfmt != GL_COLOR_INDEX8_EXT)
{
/* Override the internalformat with an alpha format if it was requested.
* Don't use iTransparencyOnly with paletted images; there's no point--paletted
* images are as small or smaller (and the load will fail). */
if(m_ActualID.iTransparencyOnly == 4)
internalfmt = GL_ALPHA4;
else if(m_ActualID.iTransparencyOnly == 8)
internalfmt = GL_ALPHA8;
else ASSERT(m_ActualID.iTransparencyOnly == 0);
}
glTexImage2D(GL_TEXTURE_2D, 0, internalfmt,
m_iTextureWidth, m_iTextureHeight, 0,
PixFmtMasks[pixfmt].format, PixFmtMasks[pixfmt].type, img->pixels);
/* If we're paletted, and didn't get the 8-bit palette we asked for ...*/
if(img->format->BitsPerPixel == 8)
{
GLint size = 0;
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GLenum(GL_TEXTURE_INDEX_SIZE_EXT), &size);
if(size != 8)
{
/* I don't know any reason this should actually fail (paletted textures
* but no support for 8-bit palettes?), so let's just disable paletted
* textures the first time this happens. */
LOG->Info("Expected an 8-bit palette, got a %i-bit one instead; disabling paletted textures", size);
DISPLAY->DisablePalettedTexture();
pixfmt = desired_rgba_pixfmt;
goto retry;
}
}
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
glFlush();
SDL_FreeSurface(img);
CreateFrameRects();
CString props = " ";
switch( internalfmt )
{
case GL_RGBA4: props += "GL_RGBA4 "; break;
case GL_RGBA8: props += "GL_RGBA8 "; break;
case GL_RGB5_A1: props += "GL_RGB5_A1 "; break;
case GL_ALPHA8: props += "GL_ALPHA8 "; break;
case GL_COLOR_INDEX8_EXT: props += "GL_COLOR_INDEX8_EXT` "; break;
default: props += ssprintf("unknown-format-%d ",internalfmt); break;
}
if(m_ActualID.iAlphaBits == 0) props += "opaque ";
if(m_ActualID.iAlphaBits == 1) props += "matte ";
if(m_ActualID.iTransparencyOnly) props += "mask ";
if(m_ActualID.bStretch) props += "stretch ";
if(m_ActualID.bDither) props += "dither ";
if(IsPackedPixelFormat(pixfmt)) props += "paletted ";
props.erase(props.size()-1);
LOG->Trace( "RageBitmapTexture: Loaded '%s' (%ux%u); %s, source %d,%d; image %d,%d.",
m_ActualID.filename.GetString(), GetTextureWidth(), GetTextureHeight(),
props.GetString(), m_iSourceWidth, m_iSourceHeight,
m_iImageWidth, m_iImageHeight);
}