Open Source Tomb Raider Engine
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TextureManager.cpp 17KB

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  1. /*!
  2. * \file src/TextureManager.cpp
  3. * \brief Texture registry
  4. *
  5. * \author Mongoose
  6. * \author xythobuz
  7. */
  8. #include "imgui/imgui.h"
  9. #include "stb/stb_image.h"
  10. #include "global.h"
  11. #include "Game.h"
  12. #include "Log.h"
  13. #include "RunTime.h"
  14. #include "World.h"
  15. #include "utils/Folder.h"
  16. #include "utils/pcx.h"
  17. #include "utils/pixel.h"
  18. #include "utils/random.h"
  19. #include "utils/strings.h"
  20. #include "TextureManager.h"
  21. std::vector<unsigned int> TextureManager::mTextureIdsGame;
  22. std::vector<unsigned int> TextureManager::mTextureIdsSystem;
  23. std::vector<TextureTile*> TextureManager::tiles;
  24. std::vector<std::vector<int>> TextureManager::animations;
  25. std::vector<int> TextureManager::gameUnits;
  26. std::vector<int> TextureManager::systemUnits;
  27. unsigned int TextureManager::nextFreeTextureUnit = 0;
  28. std::vector<BufferManager> TextureManager::gameBuffers;
  29. std::vector<BufferManager> TextureManager::systemBuffers;
  30. int TextureManager::initialize() {
  31. assert(mTextureIdsGame.size() == 0);
  32. assert(mTextureIdsSystem.size() == 0);
  33. while (mTextureIdsSystem.size() < 2) {
  34. unsigned int id;
  35. glGenTextures(1, &id);
  36. mTextureIdsSystem.push_back(id);
  37. }
  38. unsigned char* image = generateColorTexture(WHITE, 32, 32, 32);
  39. int res = loadBufferSlot(image, 32, 32, ColorMode::RGBA, 32, TextureStorage::SYSTEM, TEXTURE_WHITE,
  40. false);
  41. delete [] image;
  42. if (res < 0) {
  43. return -1;
  44. }
  45. return 0;
  46. }
  47. int TextureManager::initializeSplash() {
  48. Folder f(RunTime::getPakDir());
  49. std::vector<File> files;
  50. f.findRecursiveFilesEndingWith(files, ".pcx");
  51. if (files.size() == 0) {
  52. if (loadImage(RunTime::getDataDir() + "/splash.tga", TextureStorage::SYSTEM, TEXTURE_SPLASH) < 0) {
  53. return -2;
  54. }
  55. } else {
  56. int i = randomInteger(files.size() - 1);
  57. if (loadImage(files.at(i).getPath(), TextureStorage::SYSTEM, TEXTURE_SPLASH) < 0) {
  58. if (loadImage(RunTime::getDataDir() + "/splash.tga", TextureStorage::SYSTEM, TEXTURE_SPLASH) < 0) {
  59. return -3;
  60. }
  61. }
  62. }
  63. return 0;
  64. }
  65. void TextureManager::shutdown() {
  66. while (mTextureIdsSystem.size() > 0) {
  67. unsigned int id = mTextureIdsSystem.at(mTextureIdsSystem.size() - 1);
  68. glDeleteTextures(1, &id);
  69. mTextureIdsSystem.pop_back();
  70. }
  71. gameBuffers.clear();
  72. systemBuffers.clear();
  73. clear();
  74. }
  75. void TextureManager::clear() {
  76. while (mTextureIdsGame.size() > 0) {
  77. unsigned int id = mTextureIdsGame.at(mTextureIdsGame.size() - 1);
  78. glDeleteTextures(1, &id);
  79. mTextureIdsGame.pop_back();
  80. }
  81. while (!tiles.empty()) {
  82. delete tiles.at(tiles.size() - 1);
  83. tiles.pop_back();
  84. }
  85. animations.clear();
  86. gameUnits.clear();
  87. systemUnits.clear();
  88. nextFreeTextureUnit = 0;
  89. }
  90. int TextureManager::loadBufferSlot(unsigned char* image,
  91. unsigned int width, unsigned int height,
  92. ColorMode mode, unsigned int bpp,
  93. TextureStorage s, int slot, bool filter) {
  94. assert(width > 0);
  95. assert(height > 0);
  96. assert((mode == ColorMode::RGB)
  97. || (mode == ColorMode::BGR)
  98. || (mode == ColorMode::ARGB)
  99. || (mode == ColorMode::RGBA)
  100. || (mode == ColorMode::BGRA));
  101. assert((bpp == 8) || (bpp == 24) || (bpp == 32));
  102. if (slot < 0)
  103. slot = getIds(s).size();
  104. while (getIds(s).size() <= slot) {
  105. unsigned int id;
  106. glGenTextures(1, &id);
  107. getIds(s).push_back(id);
  108. }
  109. if (image == nullptr)
  110. return slot;
  111. unsigned int glcMode;
  112. switch (mode) {
  113. case ColorMode::BGR:
  114. glcMode = GL_BGR;
  115. break;
  116. case ColorMode::RGB:
  117. glcMode = GL_RGB;
  118. break;
  119. case ColorMode::ARGB:
  120. argb2rgba32(image, width, height);
  121. glcMode = GL_RGBA;
  122. break;
  123. case ColorMode::BGRA:
  124. glcMode = GL_BGRA;
  125. break;
  126. case ColorMode::RGBA:
  127. glcMode = GL_RGBA;
  128. break;
  129. }
  130. glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
  131. bindTexture(slot, s);
  132. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, glcMode, GL_UNSIGNED_BYTE, image);
  133. if (filter) {
  134. // Trilinear filtering
  135. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
  136. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
  137. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  138. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
  139. glGenerateMipmap(GL_TEXTURE_2D);
  140. } else {
  141. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  142. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  143. }
  144. return slot;
  145. }
  146. int TextureManager::numTextures(TextureStorage s) {
  147. return getIds(s).size();
  148. }
  149. void TextureManager::bindTextureId(unsigned int n, TextureStorage s, unsigned int unit) {
  150. assert(n < getIds(s).size());
  151. assert(unit < 80); //! \todo Query GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS
  152. glActiveTexture(GL_TEXTURE0 + unit);
  153. glBindTexture(GL_TEXTURE_2D, getIds(s).at(n));
  154. }
  155. int TextureManager::bindTexture(unsigned int n, TextureStorage s) {
  156. assert(n < getIds(s).size());
  157. if ((n < getUnits(s).size()) && (getUnits(s).at(n) >= 0)) {
  158. bindTextureId(n, s, getUnits(s).at(n));
  159. return getUnits(s).at(n);
  160. } else {
  161. while (getUnits(s).size() <= n)
  162. getUnits(s).push_back(-1);
  163. getUnits(s).at(n) = nextFreeTextureUnit;
  164. bindTextureId(n, s, nextFreeTextureUnit);
  165. nextFreeTextureUnit++;
  166. return nextFreeTextureUnit - 1;
  167. }
  168. }
  169. void TextureManager::addTile(TextureTile* t) {
  170. tiles.push_back(t);
  171. }
  172. int TextureManager::numTiles() {
  173. return tiles.size();
  174. }
  175. TextureTile& TextureManager::getTile(int index) {
  176. assert(index >= 0);
  177. assert(index < tiles.size());
  178. return *tiles.at(index);
  179. }
  180. void TextureManager::addAnimatedTile(int index, int tile) {
  181. while (index >= animations.size())
  182. animations.push_back(std::vector<int>());
  183. animations.at(index).push_back(tile);
  184. }
  185. int TextureManager::numAnimatedTiles() {
  186. return animations.size();
  187. }
  188. int TextureManager::getFirstTileAnimation(int index) {
  189. assert(index < animations.size());
  190. assert(animations.at(index).size() > 0);
  191. return animations.at(index).at(0);
  192. }
  193. int TextureManager::getNextTileAnimation(int index, int tile) {
  194. assert(index < animations.size());
  195. for (int i = 0; i < animations.at(index).size(); i++) {
  196. if (animations.at(index).at(i) == tile) {
  197. if (i < (animations.at(index).size() - 1))
  198. return animations.at(index).at(i + 1);
  199. else
  200. return animations.at(index).at(0);
  201. }
  202. }
  203. return -1;
  204. }
  205. BufferManager* TextureManager::getBufferManager(int tex, TextureStorage store) {
  206. auto& v = (store == TextureStorage::GAME) ? gameBuffers : systemBuffers;
  207. while (v.size() <= (tex + 1)) {
  208. v.emplace_back(v.size(), store);
  209. }
  210. return &(v.at(tex));
  211. }
  212. int TextureManager::loadImage(std::string filename, TextureStorage s, int slot) {
  213. if (stringEndsWith(filename, ".pcx")) {
  214. return loadPCX(filename, s, slot);
  215. } else {
  216. int x, y, n;
  217. unsigned char* data = stbi_load(filename.c_str(), &x, &y, &n, 0);
  218. if (data) {
  219. if ((n < 3) || (n > 4)) {
  220. Log::get(LOG_ERROR) << "Image \"" << filename << "\" has unsupported format ("
  221. << n << ")!" << Log::endl;
  222. stbi_image_free(data);
  223. return -2;
  224. }
  225. int id = loadBufferSlot(data, x, y, (n == 3) ? ColorMode::RGB : ColorMode::RGBA,
  226. (n == 3) ? 24 : 32, s, slot);
  227. stbi_image_free(data);
  228. return id;
  229. } else {
  230. Log::get(LOG_ERROR) << "Can't load image \"" << filename << "\"!" << Log::endl;
  231. return -1;
  232. }
  233. }
  234. }
  235. int TextureManager::loadPCX(std::string filename, TextureStorage s, int slot) {
  236. int error = pcxCheck(filename.c_str());
  237. if (!error) {
  238. unsigned char* image;
  239. unsigned int w, h, bpp;
  240. ColorMode c;
  241. error = pcxLoad(filename.c_str(), &image, &w, &h, &c, &bpp);
  242. if (!error) {
  243. unsigned char* image2 = scaleBuffer(image, &w, &h, bpp);
  244. if (image2) {
  245. delete [] image;
  246. image = image2;
  247. }
  248. int id = loadBufferSlot(image, w, h, c, bpp, s, slot);
  249. delete [] image;
  250. return id;
  251. }
  252. return -5;
  253. }
  254. return -4;
  255. }
  256. std::vector<unsigned int>& TextureManager::getIds(TextureStorage s) {
  257. if (s == TextureStorage::GAME)
  258. return mTextureIdsGame;
  259. else
  260. return mTextureIdsSystem;
  261. }
  262. std::vector<int>& TextureManager::getUnits(TextureStorage s) {
  263. if (s == TextureStorage::GAME)
  264. return gameUnits;
  265. else
  266. return systemUnits;
  267. }
  268. void TextureManager::display() {
  269. if (ImGui::CollapsingHeader("Texture Viewer")) {
  270. static bool game = Game::isLoaded();
  271. static int index = 0;
  272. ImGui::SliderInt("##texslide", &index, 0, TextureManager::numTextures(
  273. game ? TextureStorage::GAME : TextureStorage::SYSTEM) - 1);
  274. ImGui::SameLine();
  275. if (ImGui::Button("+##texplus", ImVec2(0, 0), true)) {
  276. if (index < (numTextures(
  277. game ? TextureStorage::GAME : TextureStorage::SYSTEM) - 1))
  278. index++;
  279. else
  280. index = 0;
  281. }
  282. ImGui::SameLine();
  283. if (ImGui::Button("-##texminus", ImVec2(0, 0), true)) {
  284. if (index > 0)
  285. index--;
  286. else
  287. index = numTextures(
  288. game ? TextureStorage::GAME : TextureStorage::SYSTEM) - 1;
  289. }
  290. if ((numTextures(TextureStorage::GAME) > 0)) {
  291. ImGui::SameLine();
  292. ImGui::Checkbox("Game##texgame", &game);
  293. } else {
  294. game = false;
  295. }
  296. if (index >= numTextures(game ? TextureStorage::GAME : TextureStorage::SYSTEM)) {
  297. index = numTextures(game ? TextureStorage::GAME : TextureStorage::SYSTEM) - 1;
  298. if (index < 0) {
  299. game = false;
  300. index = 0;
  301. }
  302. }
  303. auto bm = getBufferManager(index, game ? TextureStorage::GAME
  304. : TextureStorage::SYSTEM);
  305. ImGui::Image(bm, ImVec2(ImGui::GetColumnWidth() * 2 / 3, ImGui::GetColumnWidth() * 2 / 3));
  306. }
  307. if (ImGui::CollapsingHeader("Textile Viewer")) {
  308. if (numTiles() > 0) {
  309. static int index = 0;
  310. ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.5f);
  311. ImGui::SliderInt("##tileslide", &index, 0, numTiles() - 1);
  312. ImGui::PopItemWidth();
  313. ImGui::SameLine();
  314. if (ImGui::Button("+##tileplus", ImVec2(0, 0), true)) {
  315. if (index < (numTiles() - 1))
  316. index++;
  317. else
  318. index = 0;
  319. }
  320. ImGui::SameLine();
  321. if (ImGui::Button("-##tileminus", ImVec2(0, 0), true)) {
  322. if (index > 0)
  323. index--;
  324. else
  325. index = numTiles() - 1;
  326. }
  327. if (index >= numTiles())
  328. index = 0;
  329. auto& tile = getTile(index);
  330. auto bm = getBufferManager(tile.getTexture(), TextureStorage::GAME);
  331. ImVec2 size(ImGui::GetColumnWidth() * 2 / 3, ImGui::GetColumnWidth() * 2 / 3);
  332. auto uvA = tile.getUV(0);
  333. auto uvB = tile.getUV(2);
  334. ImVec2 uv1(uvA.x, uvA.y);
  335. ImVec2 uv2(uvB.x, uvB.y);
  336. ImGui::Image(bm, size, uv1, uv2);
  337. } else {
  338. ImGui::Text("No textiles are currently loaded...!");
  339. }
  340. }
  341. if (ImGui::CollapsingHeader("Animated Textile Viewer")) {
  342. if (numAnimatedTiles() > 0) {
  343. static int index = 0;
  344. static int tile = getFirstTileAnimation(index);
  345. if (ImGui::SliderInt("##animslide", &index, 0, numAnimatedTiles() - 1)) {
  346. tile = getFirstTileAnimation(index);
  347. }
  348. ImGui::SameLine();
  349. if (ImGui::Button("+##animplus", ImVec2(0, 0), true)) {
  350. if (index < (numAnimatedTiles() - 1))
  351. index++;
  352. else
  353. index = 0;
  354. tile = getFirstTileAnimation(index);
  355. }
  356. ImGui::SameLine();
  357. if (ImGui::Button("-##animminus", ImVec2(0, 0), true)) {
  358. if (index > 0)
  359. index--;
  360. else
  361. index = numAnimatedTiles() - 1;
  362. tile = getFirstTileAnimation(index);
  363. }
  364. if (index >= numAnimatedTiles()) {
  365. index = 0;
  366. tile = getFirstTileAnimation(index);
  367. }
  368. int next = getNextTileAnimation(index, tile);
  369. if (next == -1) {
  370. index = 0;
  371. tile = getFirstTileAnimation(index);
  372. }
  373. ImGui::SameLine();
  374. ImGui::Text("%d", tile);
  375. auto& t = getTile(tile);
  376. auto bm = getBufferManager(t.getTexture(), TextureStorage::GAME);
  377. ImVec2 size(ImGui::GetColumnWidth() * 2 / 3, ImGui::GetColumnWidth() * 2 / 3);
  378. auto uvA = t.getUV(0);
  379. auto uvB = t.getUV(2);
  380. ImVec2 uv1(uvA.x, uvA.y);
  381. ImVec2 uv2(uvB.x, uvB.y);
  382. ImGui::Image(bm, size, uv1, uv2);
  383. static int fr = 0;
  384. if (fr > 0) {
  385. fr--;
  386. } else {
  387. fr = RunTime::getFPS() / 2;
  388. tile = next;
  389. }
  390. } else {
  391. ImGui::Text("No animated textures are currently loaded...!");
  392. }
  393. }
  394. if (ImGui::CollapsingHeader("Sprite Sequence Viewer")) {
  395. if (getWorld().sizeSprite() <= 0) {
  396. ImGui::Text("Please load a level containing sprites!");
  397. } else {
  398. static int index = 0;
  399. static int sprite = 0;
  400. if (ImGui::SliderInt("##spriteslide", &index, 0, getWorld().sizeSpriteSequence() - 1)) {
  401. sprite = 0;
  402. }
  403. ImGui::SameLine();
  404. if (ImGui::Button("+##spriteplus", ImVec2(0, 0), true)) {
  405. if (index < (getWorld().sizeSpriteSequence() - 1))
  406. index++;
  407. else
  408. index = 0;
  409. sprite = 0;
  410. }
  411. ImGui::SameLine();
  412. if (ImGui::Button("-##spriteminus", ImVec2(0, 0), true)) {
  413. if (index > 0)
  414. index--;
  415. else
  416. index = getWorld().sizeSpriteSequence() - 1;
  417. sprite = 0;
  418. }
  419. if (index >= getWorld().sizeSpriteSequence()) {
  420. index = 0;
  421. sprite = 0;
  422. }
  423. if (sprite >= getWorld().getSpriteSequence(index).size()) {
  424. sprite = 0;
  425. }
  426. ImGui::SameLine();
  427. ImGui::Text("Sprite %d/%d", sprite + 1, getWorld().getSpriteSequence(index).size());
  428. auto& s = getWorld().getSprite(getWorld().getSpriteSequence(index).getStart() + sprite);
  429. auto bm = getBufferManager(s.getTexture(), TextureStorage::GAME);
  430. ImVec2 size(ImGui::GetColumnWidth() * 2 / 3, ImGui::GetColumnWidth() * 2 / 3);
  431. auto uv = s.getUVs();
  432. ImVec2 uv1(uv.x, uv.w);
  433. ImVec2 uv2(uv.z, uv.y);
  434. ImGui::Image(bm, size, uv1, uv2);
  435. static int fr = 0;
  436. if (fr > 0) {
  437. fr--;
  438. } else {
  439. fr = RunTime::getFPS() / 10;
  440. if (sprite < (getWorld().getSpriteSequence(index).size() - 1))
  441. sprite++;
  442. else
  443. sprite = 0;
  444. }
  445. }
  446. }
  447. }
  448. // ----------------------------------------------------------------------------
  449. glm::vec2 TextureTile::getUV(unsigned int i) {
  450. glm::vec2 uv(vertices.at(i).xPixel,
  451. vertices.at(i).yPixel);
  452. /*! \fixme
  453. * This is my somewhat hacky approach to fixing
  454. * the bad texture-bleeding problems everywhere.
  455. * That's better, but makes the seams between
  456. * each sector much more visible!
  457. */
  458. if (vertices.at(i).xCoordinate == 1) {
  459. uv.x += 0.375f;
  460. }
  461. if (vertices.at(i).yCoordinate == 1) {
  462. uv.y += 0.375f;
  463. }
  464. return uv / 256.0f;
  465. }