cc68e1d3a9
formats after it's correct for this)
474 lines
14 KiB
C++
474 lines
14 KiB
C++
#include "stdafx.h"
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/*
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-----------------------------------------------------------------------------
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Class: RageBitmapTexture
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Desc: Holder for a static texture with metadata. Can load just about any image format.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
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Glenn Maynard
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-----------------------------------------------------------------------------
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*/
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#include "RageBitmapTexture.h"
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#include "RageUtil.h"
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#include "RageLog.h"
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#include "RageException.h"
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#include "SDL.h"
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#include "SDL_image.h"
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#include "SDL_endian.h"
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#include "SDL_rotozoom.h"
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#include "SDL_utils.h"
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#include "SDL_dither.h"
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#include "RageTimer.h"
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/* Definitions for various texture formats. We'll probably want RGBA
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* in OpenGL, not ARGB ... All of these are in local (little) endian;
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* this may or may not need adjustment for OpenGL. */
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const static unsigned int PixFmtMasks[][5] =
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{
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/* Err. D3D's texture formats are little-endian, so the order of
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* colors (bytewise) is BGRA; D3DFMT_A8R8G8B8 is really BGRA (bytewise).
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* D3DFMT_A4R4G4B4 is 0xGBAR; flip the bytes and it's sane (0xARGB).
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*/
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{ 0x00FF0000, /* B8G8R8A8 */
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0x0000FF00,
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0x000000FF,
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0xFF000000, 32 },
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{ 0x0F00, /* B4G4R4A4 */
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0x00F0,
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0x000F,
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0xF000, 16 },
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{ 0x7C00, /* B5G5R5A1 */
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0x03E0,
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0x001F,
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0x8000, 16 },
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{ 0xF800, /* B5G6R5 */
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0x07E0,
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0x001F,
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0x0000, 16 }
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};
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int PixFmtMaskNo(D3DFORMAT fmt)
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{
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switch(fmt) {
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case D3DFMT_A8R8G8B8: return 0;
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case D3DFMT_A4R4G4B4: return 1;
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case D3DFMT_A1R5G5B5: return 2;
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case D3DFMT_R5G6B5: return 3;
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default: ASSERT(0); return 0;
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}
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}
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//-----------------------------------------------------------------------------
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// RageBitmapTexture constructor
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//-----------------------------------------------------------------------------
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RageBitmapTexture::RageBitmapTexture(
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RageDisplay* pScreen,
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const CString &sFilePath,
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int dwMaxSize,
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int dwTextureColorDepth,
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int iMipMaps,
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int iAlphaBits,
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bool bDither,
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bool bStretch
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) :
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RageTexture( pScreen, sFilePath, dwMaxSize, dwTextureColorDepth, iMipMaps, iAlphaBits, bDither, bStretch )
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{
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// LOG->Trace( "RageBitmapTexture::RageBitmapTexture()" );
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m_pd3dTexture = NULL;
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//if( !LoadFromCacheFile() )
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Create( dwMaxSize, dwTextureColorDepth, iMipMaps, iAlphaBits, bDither, bStretch );
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//SaveToCache();
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CreateFrameRects();
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}
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RageBitmapTexture::~RageBitmapTexture()
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{
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SAFE_RELEASE(m_pd3dTexture);
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}
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void RageBitmapTexture::Reload(
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int dwMaxSize,
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int dwTextureColorDepth,
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int iMipMaps,
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int iAlphaBits,
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bool bDither,
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bool bStretch
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)
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{
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SAFE_RELEASE(m_pd3dTexture);
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Create( dwMaxSize, dwTextureColorDepth, iMipMaps, iAlphaBits, bDither, bStretch );
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// leave m_iRefCount alone!
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CreateFrameRects();
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}
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//-----------------------------------------------------------------------------
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// GetTexture
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//-----------------------------------------------------------------------------
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LPDIRECT3DTEXTURE8 RageBitmapTexture::GetD3DTexture()
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{
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return m_pd3dTexture;
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}
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#if 1
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static int power_of_two(int input)
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{
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int value = 1;
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while ( value < input ) value <<= 1;
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return value;
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}
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/*
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* Each dwMaxSize, dwTextureColorDepth and iAlphaBits are maximums; we may
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* use less. iAlphaBits must be 0, 1 or 4.
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*
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* XXX: change iAlphaBits == 4 to iAlphaBits == 8 to indicate "as much alpha
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* as needed", since that's what it really is; still only use 4 in 16-bit textures.
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*
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* Dither forces dithering when loading 16-bit textures.
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* Stretch forces the loaded image to fill the texture completely.
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*/
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/* Implementation:
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* Load the input image first. Adjust texture hints and determine the desired
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* texture format. Set up the texture. Adjust members based on what texture
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* type we really got.
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*
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* If stretching, resize the loaded image to the destination size. This can be done
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* in the loaded image format.
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*
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* If dithering: Convert the loaded image to RGBA8888, to make the dither simpler.
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* (Most loaded images are in that format anyway.) Dither into the destination
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* surface.
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*
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* If not dithering: convert the loaded image to the destination surface.
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*
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* Last, copy the destination surface into the destination texture.
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*
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* This could be a bit more efficient, to eliminate an extra conversion or two when
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* stretching or dithering (or both), but most images do neither ...
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*/
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void RageBitmapTexture::Create(
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int dwMaxSize,
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int dwTextureColorDepth,
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int iMipMaps,
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int iAlphaBits,
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bool bDither,
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bool bStretch
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)
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{
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HRESULT hr;
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// look in the file name for a format hints
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m_sFilePath.MakeLower();
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if( m_sFilePath.Find("no alpha") != -1 ) iAlphaBits = 0;
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else if( m_sFilePath.Find("1 alpha") != -1 ) iAlphaBits = 1;
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else if( m_sFilePath.Find("1alpha") != -1 ) iAlphaBits = 1;
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else if( m_sFilePath.Find("0alpha") != -1 ) iAlphaBits = 0;
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if( m_sFilePath.Find("dither") != -1 ) bDither = true;
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/* Load the image into an SDL surface. */
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SDL_Surface *img = IMG_Load(m_sFilePath);
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/* Figure out which texture format to use. */
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D3DFORMAT fmtTexture;
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if( dwTextureColorDepth == 16 ) {
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/* 8-bit indexed color (BPP == 1) never needs more than 1 bit of alpha.
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*
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* If a file has only one bit of alpha, it'll never need more. (But if
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* it has no alpha channel at all, it might still end up needing one
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* for the color key.)
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*
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* XXX format->alpha isn't a bit count */
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if( img->format->BytesPerPixel == 1 || img->format->alpha == 1 )
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iAlphaBits = min(1, iAlphaBits);
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/* If we have no transparency, we don't need any alpha bits. */
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if( !img->format->alpha && !img->format->colorkey )
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iAlphaBits = 0;
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/* XXX Scan the image, and see if it actually uses its alpha channel/color key
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* (if any). Reduce to 1 or 0 bits of alpha if possible. */
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switch( iAlphaBits ) {
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case 0: fmtTexture = D3DFMT_R5G6B5; break;
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case 1: fmtTexture = D3DFMT_A1R5G5B5; break;
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case 4: fmtTexture = D3DFMT_A4R4G4B4; break;
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default:
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ASSERT(0); // invalid iAlphaBits value
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fmtTexture = D3DFMT_A1R5G5B5; break;
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}
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} else if( dwTextureColorDepth == 32 )
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fmtTexture = D3DFMT_A8R8G8B8;
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else
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throw RageException( "Invalid color depth: %d bits", dwTextureColorDepth );
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// find out what the max texture size is
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dwMaxSize = min( dwMaxSize, int(DISPLAY->GetDeviceCaps().MaxTextureWidth) );
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/* Save information about the source. Unless something else changes this
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* later, the image inside the texture is the same size as the source. */
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m_iImageWidth = m_iSourceWidth = img->w;
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m_iImageHeight = m_iSourceHeight = img->h;
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/* Texture dimensions need to be a power of two; jump to the next. */
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m_iTextureWidth = power_of_two(img->w);
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m_iTextureHeight = power_of_two(img->h);
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/* Cap the size. */
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m_iTextureWidth = min(m_iTextureWidth, int(dwMaxSize));
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m_iTextureHeight = min(m_iTextureHeight, int(dwMaxSize));
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if( FAILED( hr = m_pd3dDevice->CreateTexture(
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m_iTextureWidth, // width
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m_iTextureHeight, // height
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1, // mip map levels XXX: sending 4 breaks 2x2 pngs
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0, // usage (is a render target?)
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fmtTexture, // our preferred texture format
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D3DPOOL_MANAGED, // which memory pool
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&m_pd3dTexture) ))
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{
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throw RageException( hr, "CreateTexture() failed for file '%s'.", m_sFilePath );
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}
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{
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D3DSURFACE_DESC ddsd;
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if ( FAILED( hr = m_pd3dTexture->GetLevelDesc( 0, &ddsd ) ) )
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throw RageException( hr, "Could not get level Description of D3D texture!" );
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/* We might have received a texture of a different size or format than
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* we asked for. */
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m_iTextureWidth = ddsd.Width;
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m_iTextureHeight = ddsd.Height;
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fmtTexture = ddsd.Format;
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}
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/* If the source is larger than the texture, we have to scale it down; that's
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* "stretching", I guess. */
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bStretch |= m_iSourceWidth > m_iTextureWidth || m_iSourceHeight > m_iTextureHeight;
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int target = PixFmtMaskNo(fmtTexture);
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/* Dither only when the target is 16bpp, not when it's 32bpp. */
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if( PixFmtMasks[target][4] /* XXX magic 4 */ == 4)
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bDither = false;
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// bStretch = bDither = false;
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if( bStretch ) {
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/* zoomSurface takes a ratio. I'm not sure if it's always exact; we don't
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* want to accidentally create a 513x513 texture, for example (it won't just
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* cause lines; it'll be copied to the texture completely wrong). */
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/* resize currently only does RGBA8888 */
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if(img->format->BitsPerPixel != 32 || img->format->colorkey) {
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int mask = 0;
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ConvertSDLSurface(img, img->w, img->h, PixFmtMasks[mask][4],
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PixFmtMasks[mask][0], PixFmtMasks[mask][1], PixFmtMasks[mask][2], PixFmtMasks[mask][3]);
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}
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SDL_Surface *dst;
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dst = zoomSurface(img, float(m_iTextureWidth)/m_iImageWidth,
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float(m_iTextureHeight) / m_iImageHeight, SMOOTHING_ON);
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SDL_FreeSurface(img);
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img = dst;
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/* The new image size is the full texture size. */
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m_iImageWidth = m_iTextureWidth;
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m_iImageHeight = m_iTextureHeight;
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}
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if( bDither )
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{
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RageTimer t;
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/* Dither down to the destination format. */
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SDL_Surface *dst = SDL_CreateRGBSurfaceSane(SDL_SWSURFACE, img->w, img->h, PixFmtMasks[target][4],
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PixFmtMasks[target][0], PixFmtMasks[target][1], PixFmtMasks[target][2], PixFmtMasks[target][3]);
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LOG->Trace("dithered in %f", t.GetDeltaTime());
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SM_SDL_OrderedDither(img, dst);
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SDL_FreeSurface(img);
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img = dst;
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LOG->Trace("dithered in %f", t.GetDeltaTime());
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}
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/* Convert the data to the destination format. Hmm. We could just
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* convert the format, leaving the resolution alone (simplifying
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* ConvertSDLSurface), and then load the texture a little more
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* intelligently. If we do that with OpenGL, is the rest
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* of the texture (that we didn't fill) guaranteed to be black?
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* We don't want anything else to be linearly filtered in on the
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* edge of the texture ...
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*/
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ConvertSDLSurface(img, m_iTextureWidth, m_iTextureHeight, PixFmtMasks[target][4],
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PixFmtMasks[target][0], PixFmtMasks[target][1], PixFmtMasks[target][2], PixFmtMasks[target][3]);
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/* Copy the data to the target texture. */
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{
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D3DLOCKED_RECT d3dlr;
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if( FAILED( hr=m_pd3dTexture->LockRect(0, &d3dlr, 0, 0) ) )
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throw RageException( hr, "LockRect failed for file '%s'.", m_sFilePath );
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memcpy( (byte *)(d3dlr.pBits), img->pixels, img->h*img->pitch );
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ASSERT( !FAILED( m_pd3dTexture->UnlockRect(0) ) ) ;
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}
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SDL_FreeSurface(img);
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LOG->Trace( "RageBitmapTexture: Loaded '%s' (%ux%u) from disk. bStretch = %d, source %d,%d; image %d,%d.",
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m_sFilePath, GetTextureWidth(), GetTextureHeight(),
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bStretch, m_iSourceWidth, m_iSourceHeight,
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m_iImageWidth, m_iImageHeight);
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}
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#else
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#include "DXUtil.h"
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#include "dxerr8.h"
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void RageBitmapTexture::Create(
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int dwMaxSize,
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int dwTextureColorDepth,
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int iMipMaps,
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int iAlphaBits,
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bool bDither,
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bool bStretch
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)
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{
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HRESULT hr;
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// look in the file name for a format hints
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m_sFilePath.MakeLower();
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if( -1 != m_sFilePath.Find("no alpha") )
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iAlphaBits = 0;
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else if( -1 != m_sFilePath.Find("1 alpha") )
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iAlphaBits = 1;
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else if( -1 != m_sFilePath.Find("1alpha") )
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iAlphaBits = 1;
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else if( -1 != m_sFilePath.Find("0alpha") )
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iAlphaBits = 0;
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if( -1 != m_sFilePath.Find("dither") )
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bDither = true;
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/////////////////////
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// Get info about the bitmap
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/////////////////////
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D3DXIMAGE_INFO ddii;
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if( FAILED( hr = D3DXGetImageInfoFromFile(m_sFilePath,&ddii) ) )
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{
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throw RageException( hr, "D3DXGetImageInfoFromFile() failed for file '%s'.", m_sFilePath );
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}
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///////////////////////
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// Figure out which texture format to use
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///////////////////////
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D3DFORMAT fmtTexture;
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if( dwTextureColorDepth == 32 )
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fmtTexture = D3DFMT_A8R8G8B8;
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else if( ddii.Format == D3DFMT_P8 )
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fmtTexture = D3DFMT_A1R5G5B5;
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else // dwTextureColorDepth == 16
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{
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switch( iAlphaBits )
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{
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case 0: fmtTexture = D3DFMT_R5G6B5; break;
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case 1: fmtTexture = D3DFMT_A1R5G5B5; break;
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case 4: fmtTexture = D3DFMT_A4R4G4B4; break;
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default: ASSERT(0); fmtTexture = D3DFMT_A4R4G4B4; break;
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}
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}
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// find out what the min texture size is
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dwMaxSize = min( dwMaxSize, int(DISPLAY->GetDeviceCaps().MaxTextureWidth) );
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bStretch |= int(ddii.Width) > dwMaxSize || int(ddii.Height) > dwMaxSize;
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// HACK: On a Voodoo3 and Win98, D3DXCreateTextureFromFileEx fail randomly on rare occasions.
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// So, we'll try the call 2x in a row in case the first one fails.
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for( int i=0; i<2; i++ )
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{
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if( FAILED( hr = D3DXCreateTextureFromFileEx(
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m_pd3dDevice, // device
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m_sFilePath, // soure file
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D3DX_DEFAULT, // width
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D3DX_DEFAULT, // height
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iMipMaps, // mip map levels
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0, // usage (is a render target?)
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fmtTexture, // our preferred texture format
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D3DPOOL_MANAGED, // which memory pool
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(bStretch ? D3DX_FILTER_LINEAR : D3DX_FILTER_NONE) | (bDither ? D3DX_FILTER_DITHER : 0), // filter
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D3DX_FILTER_BOX | (bDither ? D3DX_FILTER_DITHER : 0), // mip filter
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D3DCOLOR_ARGB(255,255,0,255), // pink color key
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&ddii, // struct to fill with source image info
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NULL, // no palette
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&m_pd3dTexture ) ) )
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{
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if( i==0 )
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{
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LOG->Trace( "WARNING! D3DXCreateTextureFromFileEx failed. Sleep and try one more time..." );
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::Sleep( 10 );
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continue;
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}
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throw RageException( hr, "D3DXCreateTextureFromFileEx() failed for file '%s'.", m_sFilePath );
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}
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else
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break;
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}
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/////////////////////
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// Save information about the texture
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/////////////////////
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m_iSourceWidth = ddii.Width;
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m_iSourceHeight= ddii.Height;
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D3DSURFACE_DESC ddsd;
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if ( FAILED( hr = m_pd3dTexture->GetLevelDesc( 0, &ddsd ) ) )
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throw RageException( hr, "Could not get level Description of D3DX texture!" );
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// save information about the texture
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m_iTextureWidth = ddsd.Width;
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m_iTextureHeight = ddsd.Height;
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if( bStretch )
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{
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m_iImageWidth = m_iTextureWidth;
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m_iImageHeight = m_iTextureHeight;
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}
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else
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{
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m_iImageWidth = m_iSourceWidth;
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m_iImageHeight = m_iSourceHeight;
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}
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LOG->Trace( "RageBitmapTexture: Loaded '%s' (%ux%u) from disk. bStretch = %d, source %d,%d; image %d,%d.",
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m_sFilePath,
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GetTextureWidth(),
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GetTextureHeight(),
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bStretch,
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m_iSourceWidth,
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m_iSourceHeight,
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m_iImageWidth,
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m_iImageHeight
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);
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}
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#endif |