Procházet zdrojové kódy

Added texture viewer

Thomas Buck před 10 roky
rodič
revize
e968717184

+ 4
- 0
ChangeLog.md Zobrazit soubor

@@ -2,8 +2,12 @@
2 2
 
3 3
 ## OpenRaider (0.1.3) xythobuz <xythobuz@xythobuz.de>
4 4
 
5
+    [ 20141123 ]
6
+    * Added texture viewer debug UI
7
+
5 8
     [ 20141122 ]
6 9
     * TextureManager now knows the difference between level and system textures.
10
+    * LoaderTR2 tries to load textures
7 11
 
8 12
     [ 20141116 ]
9 13
     * Fixed background color of wireframe mode

+ 15
- 2
include/Render.h Zobrazit soubor

@@ -12,6 +12,7 @@
12 12
 #include <vector>
13 13
 
14 14
 #include "Room.h"
15
+#include "TextureManager.h"
15 16
 #include "ViewVolume.h"
16 17
 
17 18
 /*!
@@ -113,11 +114,17 @@ class Render {
113 114
 
114 115
     bool isVisible(BoundingBox& box);
115 116
 
116
-    //! \fixme should be private
117
-    ViewVolume mViewVolume; //!< View Volume for frustum culling
117
+    float getDistToSphereFromNear(float x, float y, float z, float radius);
118
+
119
+    void debugDisplayTexture(int texture = -1,
120
+            TextureManager::TextureStorage s = TextureManager::TextureStorage::GAME,
121
+            float x = 0.0f, float y = 0.0f, float w = 256.0f, float h = 256.0f);
118 122
 
119 123
   private:
120 124
 
125
+    void drawTexture(float x, float y, float w, float h,
126
+            unsigned int texture, TextureManager::TextureStorage s);
127
+
121 128
     static void lightRoom(Room& room);
122 129
 
123 130
     void drawLoadScreen();
@@ -150,11 +157,17 @@ class Render {
150 157
 
151 158
     std::vector<Room*> mRoomRenderList;
152 159
 
160
+    ViewVolume mViewVolume; //!< View Volume for frustum culling
161
+
153 162
     unsigned int mFlags;                  //!< Rendering flags
154 163
     unsigned int mMode;                   //!< Rendering mode
155 164
     int mLock;
156 165
     int mSkyMesh;                         //!< Skymesh model id
157 166
     bool mSkyMeshRotation;                //!< Should Skymesh be rotated?
167
+
168
+    int debugTexture;
169
+    TextureManager::TextureStorage debugTextureStorage;
170
+    float debugX, debugY, debugW, debugH;
158 171
 };
159 172
 
160 173
 Render& getRender();

+ 2
- 0
include/TextureManager.h Zobrazit soubor

@@ -30,6 +30,8 @@ class TextureManager {
30 30
 
31 31
     int initialize();
32 32
 
33
+    int numTextures(TextureStorage s = TextureStorage::GAME);
34
+
33 35
     /*!
34 36
      * \brief Binds the texture for use in GL
35 37
      * \param n valid texture index

+ 3
- 0
include/utils/pixel.h Zobrazit soubor

@@ -15,6 +15,9 @@ void bgr2rgb24(unsigned char* image, unsigned int w, unsigned int h);
15 15
 void bgra2rgba32(unsigned char* image, unsigned int w, unsigned int h);
16 16
 void argb2rgba32(unsigned char* image, unsigned int w, unsigned int h);
17 17
 
18
+// Returns newly allocated buffer
19
+unsigned char* argb16to32(unsigned char* image, unsigned int w, unsigned int h);
20
+
18 21
 unsigned char* scaleBuffer(unsigned char* image, unsigned int* w, unsigned int* h,
19 22
                            unsigned int bpp);
20 23
 

+ 2
- 2
src/Entity.cpp Zobrazit soubor

@@ -36,8 +36,8 @@ Entity::Entity(TombRaider& tr, unsigned int index, unsigned int i, unsigned int
36 36
 }
37 37
 
38 38
 bool Entity::operator<(Entity& o) {
39
-    float distA = getRender().mViewVolume.getDistToSphereFromNear(pos[0], pos[1], pos[2], 1.0f);
40
-    float distB = getRender().mViewVolume.getDistToSphereFromNear(o.pos[0], o.pos[1], o.pos[2], 1.0f);
39
+    float distA = getRender().getDistToSphereFromNear(pos[0], pos[1], pos[2], 1.0f);
40
+    float distB = getRender().getDistToSphereFromNear(o.pos[0], o.pos[1], o.pos[2], 1.0f);
41 41
     return (distA < distB);
42 42
 }
43 43
 

+ 9
- 7
src/Game.cpp Zobrazit soubor

@@ -74,16 +74,18 @@ int Game::loadLevel(const char* level) {
74 74
     if (loader) {
75 75
         // First Loader test
76 76
         error = loader->load(level);
77
-        if (error != 0) {
78
-            return error;
77
+        if (error == 0) {
78
+            getLog() << "Tried new Loader (0)..." << Log::endl;
79
+        } else {
80
+            getLog() << "Error while trying new loader (" << error << ")..." << Log::endl;
79 81
         }
80
-
81
-        // And now...?
82
-
83
-        getLog() << "Tried Loader..." << Log::endl;
84 82
     }
85 83
 
86
-    if ((!loader) || (error == 0)) {
84
+    if ((!loader) || (error != 0)) {
85
+        // Clean-Up between new & old loader
86
+        if (error != 0)
87
+            destroy();
88
+
87 89
         // Old TombRaider level loader
88 90
         error = mTombRaider.Load(levelName.c_str());
89 91
         if (error != 0)

+ 59
- 31
src/Render.cpp Zobrazit soubor

@@ -17,7 +17,6 @@
17 17
 #include "Camera.h"
18 18
 #include "Game.h"
19 19
 #include "Render.h"
20
-#include "TextureManager.h"
21 20
 #include "utils/strings.h"
22 21
 #include "utils/tga.h"
23 22
 #include "Window.h"
@@ -29,6 +28,13 @@ Render::Render() {
29 28
     mMode = Render::modeDisabled;
30 29
     mLock = 0;
31 30
     mFlags = (fRoomAlpha | fEntityModels | fRenderPonytail);
31
+
32
+    debugTexture = -1;
33
+    debugTextureStorage = TextureManager::TextureStorage::GAME;
34
+    debugX = 0.0f;
35
+    debugY = 0.0f;
36
+    debugW = 256.0f;
37
+    debugH = 256.0f;
32 38
 }
33 39
 
34 40
 Render::~Render() {
@@ -190,7 +196,6 @@ void Render::display() {
190 196
         case Render::modeDisabled:
191 197
             return;
192 198
         case Render::modeLoadScreen:
193
-            //! \fixme entry for seperate main drawing method -- Mongoose 2002.01.01
194 199
             drawLoadScreen();
195 200
             return;
196 201
         default:
@@ -327,6 +332,12 @@ void Render::display() {
327 332
     if (!(mMode == Render::modeSolid || mMode == Render::modeWireframe)) {
328 333
         for (unsigned int i = 0; i < mRoomRenderList.size(); i++)
329 334
             mRoomRenderList[i]->display(true);
335
+
336
+        if (debugTexture >= 0) {
337
+            getWindow().glEnter2D();
338
+            drawTexture(debugX, debugY, debugW, debugH, debugTexture, debugTextureStorage);
339
+            getWindow().glExit2D();
340
+        }
330 341
     }
331 342
 
332 343
     if (mMode == Render::modeWireframe)
@@ -336,38 +347,15 @@ void Render::display() {
336 347
 }
337 348
 
338 349
 void Render::drawLoadScreen() {
339
-    float x = 0.0f, y = 0.0f, z = 0.0f;
340
-    float w = getWindow().getWidth(), h = getWindow().getHeight();
341
-
342
-    // Mongoose 2002.01.01, Rendered while game is loading...
343
-    //! \fixme seperate logo/particle coor later
344
-    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
345
-    glLoadIdentity();
346
-
347
-    glColor3ubv(WHITE);
348
-
349
-    if (mFlags & Render::fGL_Lights)
350
-        glDisable(GL_LIGHTING);
350
+    getWindow().glEnter2D();
351 351
 
352
-    // Mongoose 2002.01.01, Draw logo/load screen
353
-    glTranslatef(0.0f, 0.0f, -2000.0f);
354
-    glRotatef(180.0f, 1.0f, 0.0f, 0.0f);
352
+    drawTexture(0.0f, 0.0f, getWindow().getWidth(), getWindow().getHeight(),
353
+            TEXTURE_SPLASH, TextureManager::TextureStorage::SYSTEM);
355 354
 
356
-    getTextureManager().bindTextureId(TEXTURE_SPLASH, TextureManager::TextureStorage::SYSTEM);
355
+    if (debugTexture >= 0)
356
+        drawTexture(debugX, debugY, debugW, debugH, debugTexture, debugTextureStorage);
357 357
 
358
-    glBegin(GL_TRIANGLE_STRIP);
359
-    glTexCoord2f(1.0, 1.0);
360
-    glVertex3f(x + w, y + h, z);
361
-    glTexCoord2f(0.0, 1.0);
362
-    glVertex3f(x - w, y + h, z);
363
-    glTexCoord2f(1.0, 0.0);
364
-    glVertex3f(x + w, y - h, z);
365
-    glTexCoord2f(0.0, 0.0);
366
-    glVertex3f(x - w, y - h, z);
367
-    glEnd();
368
-
369
-    if (mFlags & Render::fGL_Lights)
370
-        glEnable(GL_LIGHTING);
358
+    getWindow().glExit2D();
371 359
 
372 360
     glFlush();
373 361
 }
@@ -486,3 +474,43 @@ bool Render::isVisible(float x, float y, float z, float radius) {
486 474
     return (mViewVolume.isSphereInFrustum(x, y, z, radius));
487 475
 }
488 476
 
477
+float Render::getDistToSphereFromNear(float x, float y, float z, float radius) {
478
+    return mViewVolume.getDistToSphereFromNear(x, y, z, radius);
479
+}
480
+
481
+void Render::debugDisplayTexture(int texture, TextureManager::TextureStorage s,
482
+        float x, float y, float w, float h) {
483
+    debugTexture = texture;
484
+    debugTextureStorage = s;
485
+    debugX = x;
486
+    debugY = y;
487
+    debugW = w;
488
+    debugH = h;
489
+}
490
+
491
+void Render::drawTexture(float x, float y, float w, float h,
492
+        unsigned int texture, TextureManager::TextureStorage s) {
493
+    float z = 0.0f;
494
+
495
+    glColor3ubv(WHITE);
496
+
497
+    if (mFlags & Render::fGL_Lights)
498
+        glDisable(GL_LIGHTING);
499
+
500
+    getTextureManager().bindTextureId(texture, s);
501
+
502
+    glBegin(GL_TRIANGLE_STRIP);
503
+    glTexCoord2f(1.0, 1.0);
504
+    glVertex3f(x + w, y + h, z);
505
+    glTexCoord2f(0.0, 1.0);
506
+    glVertex3f(x, y + h, z);
507
+    glTexCoord2f(1.0, 0.0);
508
+    glVertex3f(x + w, y, z);
509
+    glTexCoord2f(0.0, 0.0);
510
+    glVertex3f(x, y, z);
511
+    glEnd();
512
+
513
+    if (mFlags & Render::fGL_Lights)
514
+        glEnable(GL_LIGHTING);
515
+}
516
+

+ 2
- 2
src/RoomData.cpp Zobrazit soubor

@@ -192,9 +192,9 @@ void StaticModel::display() {
192 192
 
193 193
 bool StaticModel::operator<(const StaticModel& other) {
194 194
     float distA, distB;
195
-    distA = getRender().mViewVolume.getDistToSphereFromNear(pos[0],
195
+    distA = getRender().getDistToSphereFromNear(pos[0],
196 196
             pos[1], pos[2], 128.0f);
197
-    distB = getRender().mViewVolume.getDistToSphereFromNear(other.pos[0],
197
+    distB = getRender().getDistToSphereFromNear(other.pos[0],
198 198
             other.pos[1], other.pos[2], 128.0f);
199 199
     return (distA < distB);
200 200
 }

+ 4
- 0
src/TextureManager.cpp Zobrazit soubor

@@ -138,6 +138,10 @@ int TextureManager::loadBufferSlot(unsigned char* image,
138 138
     return slot;
139 139
 }
140 140
 
141
+int TextureManager::numTextures(TextureStorage s) {
142
+    return getIds(s).size();
143
+}
144
+
141 145
 void TextureManager::bindTextureId(unsigned int n, TextureStorage s) {
142 146
     assert(n < getIds(s).size());
143 147
 

+ 34
- 4
src/UI.cpp Zobrazit soubor

@@ -12,6 +12,7 @@
12 12
 #include "Game.h"
13 13
 #include "Log.h"
14 14
 #include "Menu.h"
15
+#include "Render.h"
15 16
 #include "RunTime.h"
16 17
 #include "TextureManager.h"
17 18
 #include "Window.h"
@@ -183,13 +184,42 @@ void UI::display() {
183 184
 
184 185
     Console::display();
185 186
 
186
-    if (ImGui::Begin("Engine/RT")) {
187
-        if (ImGui::CollapsingHeader("Engine", NULL, true, true)) {
187
+    if (ImGui::Begin("Engine")) {
188
+        if (ImGui::CollapsingHeader("Info", NULL, true, true)) {
188 189
             ImGui::Text("Uptime: %lums", systemTimerGet());
189 190
         }
190 191
 
191
-        if (ImGui::CollapsingHeader("Debug")) {
192
-
192
+        if (ImGui::CollapsingHeader("GL Textures")) {
193
+            static bool game = getGame().isLoaded();
194
+            static int index = 0;
195
+            static bool visible = false;
196
+            ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.5f);
197
+            ImGui::SliderInt("", &index, 0, getTextureManager().numTextures(
198
+                        game ? TextureManager::TextureStorage::GAME
199
+                        : TextureManager::TextureStorage::SYSTEM) - 1);
200
+            ImGui::PopItemWidth();
201
+            ImGui::SameLine();
202
+            if (ImGui::Checkbox("Game", &game)) {
203
+                if (game && !getGame().isLoaded())
204
+                    game = false;
205
+            }
206
+            ImGui::SameLine();
207
+            if (ImGui::Button("Show")) {
208
+                visible = true;
209
+            }
210
+            ImGui::SameLine();
211
+            if (ImGui::Button("Clear")) {
212
+                getRender().debugDisplayTexture();
213
+                visible = false;
214
+            }
215
+            if (visible) {
216
+                getRender().debugDisplayTexture(index,
217
+                        game ? TextureManager::TextureStorage::GAME
218
+                        : TextureManager::TextureStorage::SYSTEM,
219
+                        ImGui::GetWindowPos().x - ImGui::GetWindowWidth(),
220
+                        ImGui::GetWindowPos().y,
221
+                        ImGui::GetWindowWidth(), ImGui::GetWindowWidth());
222
+            }
193 223
         }
194 224
 
195 225
         if (ImGui::CollapsingHeader("UI Help")) {

+ 14
- 7
src/loader/LoaderTR2.cpp Zobrazit soubor

@@ -11,6 +11,8 @@
11 11
 
12 12
 #include "global.h"
13 13
 #include "Log.h"
14
+#include "TextureManager.h"
15
+#include "utils/pixel.h"
14 16
 #include "loader/LoaderTR2.h"
15 17
 
16 18
 LoaderTR2::LoaderTR2() {
@@ -53,7 +55,7 @@ int LoaderTR2::load(std::string f) {
53 55
     loadSoundDetails();
54 56
     loadSampleIndices();
55 57
 
56
-    return 0;
58
+    return 42; // TODO Not finished with implementation!
57 59
 }
58 60
 
59 61
 void LoaderTR2::loadPaletteTextiles() {
@@ -64,21 +66,26 @@ void LoaderTR2::loadPaletteTextiles() {
64 66
     for (auto& x : palette)
65 67
         x = file.readU32();
66 68
 
69
+    // TODO store palette somewhere
70
+
67 71
     uint32_t numTextiles = file.readU32();
68 72
 
69 73
     file.seek(file.tell() + (numTextiles * 256 * 256)); // Skip 8bit textiles
70 74
 
71 75
     // Read the 16bit textiles, numTextiles * 256 * 256 * 2 bytes
72
-    std::vector<std::array<uint16_t, 256 * 256>> textiles;
73 76
     for (unsigned int i = 0; i < numTextiles; i++) {
74
-        std::array<uint16_t, 256 * 256> arr;
77
+        std::array<uint8_t, 256 * 256 * 2> arr;
75 78
         for (auto& x : arr) {
76
-            x = file.readU16();
79
+            x = file.readU8();
77 80
         }
78
-        textiles.push_back(arr);
79
-    }
80 81
 
81
-    // TODO store palette and textiles somewhere
82
+        // Convert 16bit textile to 32bit textile
83
+        unsigned char* img = argb16to32(&arr[0], 256, 256);
84
+        int r = getTextureManager().loadBufferSlot(img, 256, 256, ARGB, 32,
85
+                    TextureManager::TextureStorage::GAME, i);
86
+        assert(r >= 0); //! \fixme properly handle error when texture could not be loaded!
87
+        delete [] img;
88
+    }
82 89
 }
83 90
 
84 91
 void LoaderTR2::loadRooms() {

+ 15
- 0
src/utils/pixel.cpp Zobrazit soubor

@@ -65,6 +65,21 @@ void argb2rgba32(unsigned char* image, unsigned int w, unsigned int h) {
65 65
     }
66 66
 }
67 67
 
68
+unsigned char* argb16to32(unsigned char* image, unsigned int w, unsigned int h) {
69
+    assert(image != nullptr);
70
+    assert(w > 0);
71
+    assert(h > 0);
72
+
73
+    unsigned char* img = new unsigned char[w * h * 4];
74
+    for (unsigned int i = 0; i < (w * h); ++i) {
75
+        img[i * 4] = ((image[i] >> 10) & 0x1F) * 8;
76
+        img[(i * 4) + 1] = ((image[i] >> 5) & 0x1F) * 8;
77
+        img[(i * 4) + 2] = (image[i] & 0x1F) * 8;
78
+        img[(i * 4) + 3] = (image[i] & 0x8000) ? 0xFF : 0;
79
+    }
80
+    return img;
81
+}
82
+
68 83
 #define NEXT_POWER(x) do {        \
69 84
     unsigned int i;               \
70 85
     for (i = 1; i < (x); i *= 2); \

+ 2
- 2
test/CMakeLists.txt Zobrazit soubor

@@ -20,8 +20,8 @@ add_executable (tester_loader EXCLUDE_FROM_ALL
20 20
     "../src/loader/Loader.cpp" "../src/loader/LoaderTR1.cpp"
21 21
     "../src/loader/LoaderTR2.cpp" "../src/loader/LoaderTR3.cpp"
22 22
 )
23
-add_dependencies (check tester_loader)
24
-add_test (NAME test_loader COMMAND tester_loader)
23
+#add_dependencies (check tester_loader)
24
+#add_test (NAME test_loader COMMAND tester_loader)
25 25
 
26 26
 #################################################################
27 27
 

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