Exemplo n.º 1
0
/* MapPreviewCanvas::createImage
 * Draws the map in an image
 * TODO: Factorize code with normal draw() and showMap() functions.
 * TODO: Find a way to generate an arbitrary-sized image through
 * tiled rendering.
 *******************************************************************/
void MapPreviewCanvas::createImage(ArchiveEntry& ae, int width, int height)
{
	// Find extents of map
	mep_vertex_t m_min(999999.0, 999999.0);
	mep_vertex_t m_max(-999999.0, -999999.0);
	for (unsigned a = 0; a < verts.size(); a++)
	{
		if (verts[a].x < m_min.x)
			m_min.x = verts[a].x;
		if (verts[a].x > m_max.x)
			m_max.x = verts[a].x;
		if (verts[a].y < m_min.y)
			m_min.y = verts[a].y;
		if (verts[a].y > m_max.y)
			m_max.y = verts[a].y;
	}
	double mapwidth = m_max.x - m_min.x;
	double mapheight = m_max.y - m_min.y;

	if (width == 0) width = -5;
	if (height == 0) height = -5;
	if (width < 0)
		width = mapwidth / abs(width);
	if (height < 0)
		height = mapheight / abs(height);

	// Setup colours
	rgba_t col_save_background = ColourConfiguration::getColour("map_image_background");
	rgba_t col_save_line_1s = ColourConfiguration::getColour("map_image_line_1s");
	rgba_t col_save_line_2s = ColourConfiguration::getColour("map_image_line_2s");
	rgba_t col_save_line_special = ColourConfiguration::getColour("map_image_line_special");
	rgba_t col_save_line_macro = ColourConfiguration::getColour("map_image_line_macro");

	// Setup OpenGL rigmarole
	GLuint texID, fboID;
	if (GLEW_ARB_framebuffer_object)
	{
		glGenTextures(1, &texID);
		glBindTexture(GL_TEXTURE_2D, texID);
		// We don't use mipmaps, but OpenGL will refuse to attach
		// the texture to the framebuffer if they are not present
		glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
		glBindTexture(GL_TEXTURE_2D, 0);
		glGenFramebuffersEXT(1, &fboID);
		glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboID);
		glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, texID, 0);
		GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
	}

	glViewport(0, 0, width, height);

	// Setup the screen projection
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	glOrtho(0, width, 0, height, -1, 1);

	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();

	// Clear
	glClearColor(((double)col_save_background.r)/255.f, ((double)col_save_background.g)/255.f,
	             ((double)col_save_background.b)/255.f, ((double)col_save_background.a)/255.f);
	glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);

	// Translate to inside of pixel (otherwise inaccuracies can occur on certain gl implementations)
	if (OpenGL::accuracyTweak())
		glTranslatef(0.375f, 0.375f, 0);

	// Zoom/offset to show full map
	// Offset to center of map
	offset_x = m_min.x + (mapwidth * 0.5);
	offset_y = m_min.y + (mapheight * 0.5);

	// Zoom to fit whole map
	double x_scale = ((double)width) / mapwidth;
	double y_scale = ((double)height) / mapheight;
	zoom = MIN(x_scale, y_scale);
	zoom *= 0.95;

	// Translate to middle of canvas
	glTranslated(width>>1, height>>1, 0);

	// Zoom
	glScaled(zoom, zoom, 1);

	// Translate to offset
	glTranslated(-offset_x, -offset_y, 0);

	// Setup drawing
	glDisable(GL_TEXTURE_2D);
	glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
	glLineWidth(map_image_thickness);
	glEnable(GL_LINE_SMOOTH);

	// Draw lines
	for (unsigned a = 0; a < lines.size(); a++)
	{
		mep_line_t line = lines[a];

		// Check ends
		if (line.v1 >= verts.size() || line.v2 >= verts.size())
			continue;

		// Get vertices
		mep_vertex_t v1 = verts[lines[a].v1];
		mep_vertex_t v2 = verts[lines[a].v2];

		// Set colour
		if (line.special)
			OpenGL::setColour(col_save_line_special);
		else if (line.macro)
			OpenGL::setColour(col_save_line_macro);
		else if (line.twosided)
			OpenGL::setColour(col_save_line_2s);
		else
			OpenGL::setColour(col_save_line_1s);

		// Draw line
		glBegin(GL_LINES);
		glVertex2d(v1.x, v1.y);
		glVertex2d(v2.x, v2.y);
		glEnd();
	}

	glLineWidth(1.0f);
	glDisable(GL_LINE_SMOOTH);

	uint8_t* ImageBuffer = new uint8_t[width * height * 4];
	glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, ImageBuffer);

	if (GLEW_ARB_framebuffer_object)
	{
		glBindFramebuffer(GL_FRAMEBUFFER, 0);
		glDeleteTextures( 1, &texID );
		glDeleteFramebuffersEXT( 1, &fboID );
	}
	SImage img;
	img.setImageData(ImageBuffer, width, height, RGBA);
	img.mirror(true);
	MemChunk mc;
	SIFormat::getFormat("png")->saveImage(img, mc);
	ae.importMemChunk(mc);
}
Exemplo n.º 2
0
GLTexture* MapTextureManager::getSprite(string name, string translation, string palette)
{
	// Don't bother looking for nameless sprites
	if (name.IsEmpty())
		return NULL;

	// Get sprite matching name
	string hashname = name.Upper();
	if (!translation.IsEmpty())
		hashname += translation.Lower();
	if (!palette.IsEmpty())
		hashname += palette.Upper();
	map_tex_t& mtex = sprites[hashname];

	// Get desired filter type
	int filter = 1;
	if (map_tex_filter == 0)
		filter = GLTexture::NEAREST_LINEAR_MIN;
	else if (map_tex_filter == 1)
		filter = GLTexture::LINEAR;
	else if (map_tex_filter == 2)
		filter = GLTexture::LINEAR;
	else if (map_tex_filter == 3)
		filter = GLTexture::NEAREST_MIPMAP;

	// If the texture is loaded
	if (mtex.texture)
	{
		// If the texture filter matches the desired one, return it
		if (mtex.texture->getFilter() == filter)
			return mtex.texture;
		else
		{
			// Otherwise, reload the texture
			delete mtex.texture;
			mtex.texture = NULL;
		}
	}

	// Sprite not found, look for it
	bool found = false;
	bool mirror = false;
	SImage image;
	Palette8bit* pal = getResourcePalette();
	ArchiveEntry* entry = theResourceManager->getPatchEntry(name, "sprites", archive);
	if (!entry) entry = theResourceManager->getPatchEntry(name, "", archive);
	if (!entry && name.length() == 8)
	{
		string newname = name;
		newname[4] = name[6]; newname[5] = name[7]; newname[6] = name[4]; newname[7] = name[5];
		entry = theResourceManager->getPatchEntry(newname, "sprites", archive);
		if (entry) mirror = true;
	}
	if (entry)
	{
		found = true;
		Misc::loadImageFromEntry(&image, entry);
	}
	else  	// Try composite textures then
	{
		CTexture* ctex = theResourceManager->getTexture(name, archive);
		if (ctex && ctex->toImage(image, archive, pal))
			found = true;
	}

	// We have a valid image either from an entry or a composite texture.
	if (found)
	{
		// Apply translation
		if (!translation.IsEmpty()) image.applyTranslation(translation, pal);
		// Apply palette override
		if (!palette.IsEmpty())
		{
			ArchiveEntry* newpal = theResourceManager->getPaletteEntry(palette, archive);
			if (newpal && newpal->getSize() == 768)
			{
				// Why is this needed?
				// Copying data in pal->loadMem shouldn't
				// change it in the original entry...
				// We shouldn't need to copy the data in a temporary place first.
				pal = image.getPalette();
				MemChunk mc;
				mc.importMem(newpal->getData(), newpal->getSize());
				pal->loadMem(mc);
			}
		}
		// Apply mirroring
		if (mirror) image.mirror(false);
		// Turn into GL texture
		mtex.texture = new GLTexture(false);
		mtex.texture->setFilter(filter);
		mtex.texture->setTiling(false);
		mtex.texture->loadImage(&image, pal);
		return mtex.texture;
	}
	else if (name.EndsWith("?"))
	{
		name.RemoveLast(1);
		GLTexture* sprite = getSprite(name + '0', translation, palette);
		if (!sprite)
			sprite = getSprite(name + '1', translation, palette);
		if (sprite)
			return sprite;
		if (!sprite && name.length() == 5)
		{
			for (char chr = 'A'; chr <= ']'; ++chr)
			{
				sprite = getSprite(name + '0' + chr + '0', translation, palette);
				if (sprite) return sprite;
				sprite = getSprite(name + '1' + chr + '1', translation, palette);
				if (sprite) return sprite;
			}
		}
	}

	return NULL;
}
Exemplo n.º 3
0
// -----------------------------------------------------------------------------
// Returns the sprite matching [name], loading it from resources if necessary.
// Sprite name also supports wildcards (?)
// -----------------------------------------------------------------------------
const MapTextureManager::Texture& MapTextureManager::sprite(
	std::string_view name,
	std::string_view translation,
	std::string_view palette)
{
	// Don't bother looking for nameless sprites
	if (name.empty())
		return tex_invalid;

	// Get sprite matching name
	/*auto hashname = StrUtil::upper(name);
	if (!translation.empty())
		hashname += StrUtil::lower(translation);
	if (!palette.empty())
		hashname += StrUtil::upper(palette);*/
	auto hashname = fmt::format("{}{}{}", name, translation, palette);
	StrUtil::upperIP(hashname);
	auto& mtex = sprites_[hashname];

	// Get desired filter type
	auto filter = OpenGL::TexFilter::Linear;
	if (map_tex_filter == 0)
		filter = OpenGL::TexFilter::NearestLinearMin;
	else if (map_tex_filter == 1)
		filter = OpenGL::TexFilter::Linear;
	else if (map_tex_filter == 2)
		filter = OpenGL::TexFilter::Linear;
	else if (map_tex_filter == 3)
		filter = OpenGL::TexFilter::NearestMipmap;

	// If the texture is loaded
	if (mtex.gl_id)
	{
		// If the texture filter matches the desired one, return it
		auto& tex_info = OpenGL::Texture::info(mtex.gl_id);
		if (tex_info.filter == filter)
			return mtex;
		else
		{
			// Otherwise, reload the texture
			OpenGL::Texture::clear(mtex.gl_id);
			mtex.gl_id = 0;
		}
	}

	// Sprite not found, look for it
	bool   found  = false;
	bool   mirror = false;
	SImage image;
	// Palette8bit* pal = getResourcePalette();
	auto entry = App::resources().getPatchEntry(name, "sprites", archive_);
	if (!entry)
		entry = App::resources().getPatchEntry(name, "", archive_);
	if (!entry && name.length() == 8)
	{
		std::string newname{ name };
		newname[4] = name[6];
		newname[5] = name[7];
		newname[6] = name[4];
		newname[7] = name[5];
		entry      = App::resources().getPatchEntry(newname, "sprites", archive_);
		if (entry)
			mirror = true;
	}
	if (entry)
	{
		found = true;
		Misc::loadImageFromEntry(&image, entry);
	}
	else // Try composite textures then
	{
		auto ctex = App::resources().getTexture(name, archive_);
		if (ctex && ctex->toImage(image, archive_, palette_.get(), true))
			found = true;
	}

	// We have a valid image either from an entry or a composite texture.
	if (found)
	{
		auto pal = palette_.get();

		// Apply translation
		if (!translation.empty())
			image.applyTranslation(translation, pal, true);

		// Apply palette override
		if (!palette.empty())
		{
			auto newpal = App::resources().getPaletteEntry(palette, archive_);
			if (newpal && newpal->size() == 768)
			{
				pal = image.palette();
				pal->loadMem(newpal->data());
			}
		}

		// Apply mirroring
		if (mirror)
			image.mirror(false);

		// Turn into GL texture
		mtex.gl_id = OpenGL::Texture::createFromImage(image, pal, filter, false);
		return mtex;
	}
	else if (name.back() == '?')
	{
		name.remove_suffix(1);
		auto stex = &sprite(fmt::format("{}0", name), translation, palette);
		if (!stex->gl_id)
			stex = &sprite(fmt::format("{}1", name), translation, palette);
		if (stex->gl_id)
			return *stex;
		if (!stex->gl_id && name.length() == 5)
		{
			for (char chr = 'A'; chr <= ']'; ++chr)
			{
				stex = &sprite(fmt::format("{}0{}0", name, chr), translation, palette);
				if (stex->gl_id)
					return *stex;
				stex = &sprite(fmt::format("{}1{}1", name, chr), translation, palette);
				if (stex->gl_id)
					return *stex;
			}
		}
	}

	return tex_invalid;
}