Files
Loki Rautio 087b7e7abf Revert "Project modernization (#630)"
This code was not tested and breaks in Release builds, reverting to restore
functionality of the nightly. All in-game menus do not work and generating
a world crashes.

This reverts commit a9be52c41a.
2026-03-07 21:12:22 -06:00

1615 lines
39 KiB
C++

#include "stdafx.h"
#include "Textures.h"
#include "TexturePackRepository.h"
#include "HttpTexture.h"
#include "MemTexture.h"
#include "..\Minecraft.World\InputStream.h"
#include "..\Minecraft.World\IntBuffer.h"
#include "..\Minecraft.World\ByteBuffer.h"
#include "TexturePack.h"
#include "Options.h"
#include "..\Minecraft.Client\MemTextureProcessor.h"
#include "MobSkinMemTextureProcessor.h"
#include "PreStitchedTextureMap.h"
#include "StitchedTexture.h"
#include "Texture.h"
#include "..\Minecraft.World\net.minecraft.world.h"
#include "..\Minecraft.World\net.minecraft.world.level.h"
#include "..\Minecraft.World\StringHelpers.h"
#include "ResourceLocation.h"
#include "..\Minecraft.World\ItemEntity.h"
#include "TextureAtlas.h"
bool Textures::MIPMAP = true;
C4JRender::eTextureFormat Textures::TEXTURE_FORMAT = C4JRender::TEXTURE_FORMAT_RxGyBzAw;
int Textures::preLoadedIdx[TN_COUNT];
const wchar_t *Textures::preLoaded[TN_COUNT] =
{
L"%blur%misc/pumpkinblur",
// L"%blur%/misc/vignette", // Not currently used
L"%clamp%misc/shadow",
// L"/achievement/bg", // Not currently used
L"art/kz",
L"environment/clouds",
L"environment/rain",
L"environment/snow",
L"gui/gui",
L"gui/icons",
L"item/arrows",
L"item/boat",
L"item/cart",
L"item/sign",
L"misc/mapbg",
L"misc/mapicons",
L"misc/water",
L"misc/footprint",
L"mob/saddle",
L"mob/sheep_fur",
L"mob/spider_eyes",
L"particles",
L"mob/chicken",
L"mob/cow",
L"mob/pig",
L"mob/sheep",
L"mob/squid",
L"mob/wolf",
L"mob/wolf_tame",
L"mob/wolf_angry",
L"mob/creeper",
L"mob/ghast",
L"mob/ghast_fire",
L"mob/zombie",
L"mob/pigzombie",
L"mob/skeleton",
L"mob/slime",
L"mob/spider",
L"mob/char",
L"mob/char1",
L"mob/char2",
L"mob/char3",
L"mob/char4",
L"mob/char5",
L"mob/char6",
L"mob/char7",
L"terrain/moon",
L"terrain/sun",
L"armor/power",
// 1.8.2
L"mob/cavespider",
L"mob/enderman",
L"mob/silverfish",
L"mob/enderman_eyes",
L"misc/explosion",
L"item/xporb",
L"item/chest",
L"item/largechest",
// 1.3.2
L"item/enderchest",
// 1.0.1
L"mob/redcow",
L"mob/snowman",
L"mob/enderdragon/ender",
L"mob/fire",
L"mob/lava",
L"mob/villager/villager",
L"mob/villager/farmer",
L"mob/villager/librarian",
L"mob/villager/priest",
L"mob/villager/smith",
L"mob/villager/butcher",
L"mob/enderdragon/crystal",
L"mob/enderdragon/shuffle",
L"mob/enderdragon/beam",
L"mob/enderdragon/ender_eyes",
L"%blur%misc/glint",
L"item/book",
L"misc/tunnel",
L"misc/particlefield",
L"terrain/moon_phases",
// 1.2.3
L"mob/ozelot",
L"mob/cat_black",
L"mob/cat_red",
L"mob/cat_siamese",
L"mob/villager_golem",
L"mob/skeleton_wither",
// TU 14
L"mob/wolf_collar",
L"mob/zombie_villager",
// 1.6.4
L"item/lead_knot",
L"misc/beacon_beam",
L"mob/bat",
L"mob/horse/donkey",
L"mob/horse/horse_black",
L"mob/horse/horse_brown",
L"mob/horse/horse_chestnut",
L"mob/horse/horse_creamy",
L"mob/horse/horse_darkbrown",
L"mob/horse/horse_gray",
L"mob/horse/horse_markings_blackdots",
L"mob/horse/horse_markings_white",
L"mob/horse/horse_markings_whitedots",
L"mob/horse/horse_markings_whitefield",
L"mob/horse/horse_skeleton",
L"mob/horse/horse_white",
L"mob/horse/horse_zombie",
L"mob/horse/mule",
L"mob/horse/armor/horse_armor_diamond",
L"mob/horse/armor/horse_armor_gold",
L"mob/horse/armor/horse_armor_iron",
L"mob/witch",
L"mob/wither/wither",
L"mob/wither/wither_armor",
L"mob/wither/wither_invulnerable",
L"item/trapped",
L"item/trapped_double",
//L"item/christmas",
//L"item/christmas_double",
#ifdef _LARGE_WORLDS
L"misc/additionalmapicons",
#endif
L"font/Default",
L"font/alternate",
// skin packs
/* L"/SP1",
L"/SP2",
L"/SP3",
L"/SPF",
// themes
L"/ThSt",
L"/ThIr",
L"/ThGo",
L"/ThDi",
// gamerpics
L"/GPAn",
L"/GPCo",
L"/GPEn",
L"/GPFo",
L"/GPTo",
L"/GPBA",
L"/GPFa",
L"/GPME",
L"/GPMF",
L"/GPMM",
L"/GPSE",
// avatar items
L"/AH_0006",
L"/AH_0003",
L"/AH_0007",
L"/AH_0005",
L"/AH_0004",
L"/AH_0001",
L"/AH_0002",
L"/AT_0001",
L"/AT_0002",
L"/AT_0003",
L"/AT_0004",
L"/AT_0005",
L"/AT_0006",
L"/AT_0007",
L"/AT_0008",
L"/AT_0009",
L"/AT_0010",
L"/AT_0011",
L"/AT_0012",
L"/AP_0001",
L"/AP_0002",
L"/AP_0003",
L"/AP_0004",
L"/AP_0005",
L"/AP_0006",
L"/AP_0007",
L"/AP_0009",
L"/AP_0010",
L"/AP_0011",
L"/AP_0012",
L"/AP_0013",
L"/AP_0014",
L"/AP_0015",
L"/AP_0016",
L"/AP_0017",
L"/AP_0018",
L"/AA_0001",
L"/AT_0013",
L"/AT_0014",
L"/AT_0015",
L"/AT_0016",
L"/AT_0017",
L"/AT_0018",
L"/AP_0019",
L"/AP_0020",
L"/AP_0021",
L"/AP_0022",
L"/AP_0023",
L"/AH_0008",
L"/AH_0009",*/
L"gui/items",
L"terrain",
};
Textures::Textures(TexturePackRepository *skins, Options *options)
{
// pixels = MemoryTracker::createIntBuffer(2048 * 2048); // 4J removed - now just creating this buffer when we need it
missingNo = new BufferedImage(16, 16, BufferedImage::TYPE_INT_ARGB);
this->skins = skins;
this->options = options;
/* 4J - TODO, maybe...
Graphics g = missingNo.getGraphics();
g.setColor(Color.WHITE);
g.fillRect(0, 0, 64, 64);
g.setColor(Color.BLACK);
int y = 10;
int i = 0;
while (y < 64) {
String text = (i++ % 2 == 0) ? "missing" : "texture";
g.drawString(text, 1, y);
y += g.getFont().getSize();
if (i % 2 == 0) y += 5;
}
g.dispose();
*/
// 4J Stu - Changed these to our PreStitchedTextureMap from TextureMap
terrain = new PreStitchedTextureMap(Icon::TYPE_TERRAIN, L"terrain", L"textures/blocks/", missingNo, true);
items = new PreStitchedTextureMap(Icon::TYPE_ITEM, L"items", L"textures/items/", missingNo, true);
// 4J - added - preload a set of commonly used textures that can then be referenced directly be an enumerated type rather by string
loadIndexedTextures();
}
void Textures::loadIndexedTextures()
{
// 4J - added - preload a set of commonly used textures that can then be referenced directly be an enumerated type rather by string
for( int i = 0; i < TN_COUNT - 2; i++ )
{
preLoadedIdx[i] = loadTexture((TEXTURE_NAME)i, wstring(preLoaded[i]) + L".png");
}
}
intArray Textures::loadTexturePixels(TEXTURE_NAME texId, const wstring& resourceName)
{
TexturePack *skin = skins->getSelected();
{
intArray id = pixelsMap[resourceName];
// 4J - if resourceName isn't in the map, it should add an element and as that will use the default constructor, its
// internal data pointer will be NULL
if (id.data != NULL) return id;
}
// 4J - removed try/catch
// try {
intArray res;
//wstring in = skin->getResource(resourceName);
if (false)// 4J - removed - was ( in == NULL)
{
res = loadTexturePixels(missingNo);
}
else
{
BufferedImage *bufImage = readImage(texId, resourceName); //in);
res = loadTexturePixels(bufImage);
delete bufImage;
}
pixelsMap[resourceName] = res;
return res;
/*
}
catch (IOException e) {
e.printStackTrace();
int[] res = loadTexturePixels(missingNo);
pixelsMap.put(resourceName, res);
return res;
}
*/
}
intArray Textures::loadTexturePixels(BufferedImage *img)
{
int w = img->getWidth();
int h = img->getHeight();
intArray pixels(w*h);
return loadTexturePixels(img, pixels);
}
intArray Textures::loadTexturePixels(BufferedImage *img, intArray pixels)
{
int w = img->getWidth();
int h = img->getHeight();
img->getRGB(0, 0, w, h, pixels, 0, w);
return pixels;
}
int Textures::loadTexture(int idx)
{
if( idx == -1 )
{
return 0;
}
else
{
if ( idx == TN_TERRAIN )
{
terrain->getStitchedTexture()->bind(0);
return terrain->getStitchedTexture()->getGlId();
}
if ( idx == TN_GUI_ITEMS)
{
items->getStitchedTexture()->bind(0);
return items->getStitchedTexture()->getGlId();
}
return preLoadedIdx[idx];
}
}
// 4J added - textures default to standard 32-bit RGBA format, but where we can, use an 8-bit format. There's 3 different varieties of these currently
// in the renderer that map the single 8-bit channel to RGBA differently.
void Textures::setTextureFormat(const wstring& resourceName)
{
// 4J Stu - These texture formats are not currently in the render header
#ifdef _XBOX
if(resourceName == L"/environment/clouds.png")
{
TEXTURE_FORMAT = C4JRender::TEXTURE_FORMAT_R1G1B1Ax;
}
else if(resourceName == L"%blur%/misc/pumpkinblur.png")
{
TEXTURE_FORMAT = C4JRender::TEXTURE_FORMAT_R0G0B0Ax;
}
else if(resourceName == L"%clamp%/misc/shadow.png")
{
TEXTURE_FORMAT = C4JRender::TEXTURE_FORMAT_R0G0B0Ax;
}
else if(resourceName == L"/environment/snow.png")
{
TEXTURE_FORMAT = C4JRender::TEXTURE_FORMAT_RxGxBxAx;
}
else if(resourceName == L"/1_2_2/misc/explosion.png")
{
TEXTURE_FORMAT = C4JRender::TEXTURE_FORMAT_RxGxBxAx;
}
else
#endif
{
TEXTURE_FORMAT = C4JRender::TEXTURE_FORMAT_RxGyBzAw;
}
}
void Textures::bindTexture(const wstring &resourceName)
{
bind(loadTexture(TN_COUNT,resourceName));
}
// 4J Added
void Textures::bindTexture(ResourceLocation *resource)
{
if(resource->isPreloaded())
{
bind(loadTexture(resource->getTexture()));
}
else
{
bind(loadTexture(TN_COUNT, resource->getPath()));
}
}
void Textures::bindTextureLayers(ResourceLocation *resource)
{
assert(resource->isPreloaded());
// Hack: 4JLibs on Windows does not currently reproduce Minecraft's layered horse texture path reliably.
// Merge the layers on the CPU and bind the cached result as a normal single texture instead.
wstring cacheKey = L"%layered%";
int layers = resource->getTextureCount();
for( int i = 0; i < layers; i++ )
{
cacheKey += std::to_wstring(resource->getTexture(i));
cacheKey += L"/";
}
int id = -1;
bool inMap = ( idMap.find(cacheKey) != idMap.end() );
if( inMap )
{
id = idMap[cacheKey];
}
else
{
// Cache by layer signature so the merge cost is only paid once per horse texture combination.
intArray mergedPixels;
int mergedWidth = 0;
int mergedHeight = 0;
bool hasMergedPixels = false;
for( int i = 0; i < layers; i++ )
{
TEXTURE_NAME textureName = resource->getTexture(i);
if( textureName == (_TEXTURE_NAME)-1 )
{
continue;
}
wstring resourceName = wstring(preLoaded[textureName]) + L".png";
BufferedImage *image = readImage(textureName, resourceName);
if( image == NULL )
{
continue;
}
int width = image->getWidth();
int height = image->getHeight();
intArray layerPixels = loadTexturePixels(image);
delete image;
if( !hasMergedPixels )
{
mergedWidth = width;
mergedHeight = height;
mergedPixels = intArray(width * height);
memcpy(mergedPixels.data, layerPixels.data, width * height * sizeof(int));
hasMergedPixels = true;
}
else if( width == mergedWidth && height == mergedHeight )
{
for( int p = 0; p < width * height; p++ )
{
int dst = mergedPixels[p];
int src = layerPixels[p];
float srcAlpha = ((src >> 24) & 0xff) / 255.0f;
if( srcAlpha <= 0.0f )
{
continue;
}
float dstAlpha = ((dst >> 24) & 0xff) / 255.0f;
float outAlpha = srcAlpha + dstAlpha * (1.0f - srcAlpha);
if( outAlpha <= 0.0f )
{
mergedPixels[p] = 0;
continue;
}
float srcFactor = srcAlpha / outAlpha;
float dstFactor = (dstAlpha * (1.0f - srcAlpha)) / outAlpha;
int outA = (int)(outAlpha * 255.0f + 0.5f);
int outR = (int)((((src >> 16) & 0xff) * srcFactor) + (((dst >> 16) & 0xff) * dstFactor) + 0.5f);
int outG = (int)((((src >> 8) & 0xff) * srcFactor) + (((dst >> 8) & 0xff) * dstFactor) + 0.5f);
int outB = (int)(((src & 0xff) * srcFactor) + ((dst & 0xff) * dstFactor) + 0.5f);
mergedPixels[p] = (outA << 24) | (outR << 16) | (outG << 8) | outB;
}
}
delete[] layerPixels.data;
}
if( hasMergedPixels )
{
BufferedImage *mergedImage = new BufferedImage(mergedWidth, mergedHeight, BufferedImage::TYPE_INT_ARGB);
memcpy(mergedImage->getData(), mergedPixels.data, mergedWidth * mergedHeight * sizeof(int));
delete[] mergedPixels.data;
id = getTexture(mergedImage, C4JRender::TEXTURE_FORMAT_RxGyBzAw, false);
}
else
{
id = 0;
}
idMap[cacheKey] = id;
}
RenderManager.TextureBind(id);
}
void Textures::bind(int id)
{
//if (id != lastBoundId)
{
if(id < 0) return;
glBindTexture(GL_TEXTURE_2D, id);
// lastBoundId = id;
}
}
ResourceLocation *Textures::getTextureLocation(shared_ptr<Entity> entity)
{
shared_ptr<ItemEntity> item = dynamic_pointer_cast<ItemEntity>(entity);
int iconType = item->getItem()->getIconType();
return getTextureLocation(iconType);
}
ResourceLocation *Textures::getTextureLocation(int iconType)
{
switch(iconType)
{
case Icon::TYPE_TERRAIN:
return &TextureAtlas::LOCATION_BLOCKS;
break;
case Icon::TYPE_ITEM:
return &TextureAtlas::LOCATION_ITEMS;
break;
}
}
void Textures::clearLastBoundId()
{
lastBoundId = -1;
}
int Textures::loadTexture(TEXTURE_NAME texId, const wstring& resourceName)
{
// char buf[256];
// wcstombs(buf, resourceName.c_str(), 256);
// printf("Textures::loadTexture name - %s\n",buf);
//if (resourceName.compare(L"/terrain.png") == 0)
//{
// terrain->getStitchedTexture()->bind(0);
// return terrain->getStitchedTexture()->getGlId();
//}
//if (resourceName.compare(L"/gui/items.png") == 0)
//{
// items->getStitchedTexture()->bind(0);
// return items->getStitchedTexture()->getGlId();
//}
// If the texture is not present in the idMap, load it, otherwise return its id
{
bool inMap = ( idMap.find(resourceName) != idMap.end() );
int id = idMap[resourceName];
if (inMap) return id;
}
wstring pathName = resourceName;
// 4J - added special cases to avoid mipmapping on clouds & shadows
if( (resourceName == L"environment/clouds.png") ||
(resourceName == L"%clamp%misc/shadow.png") ||
(resourceName == L"%blur%misc/pumpkinblur.png") ||
(resourceName == L"%clamp%misc/shadow.png") ||
(resourceName == L"gui/icons.png" ) ||
(resourceName == L"gui/gui.png" ) ||
(resourceName == L"misc/footprint.png") )
{
MIPMAP = false;
}
setTextureFormat(resourceName);
// 4J - removed try/catch
// try {
int id = MemoryTracker::genTextures();
wstring prefix = L"%blur%";
bool blur = resourceName.substr(0, prefix.size()).compare(prefix) == 0; //resourceName.startsWith("%blur%");
if (blur) pathName = resourceName.substr(6);
prefix = L"%clamp%";
bool clamp = resourceName.substr(0, prefix.size()).compare(prefix) == 0; //resourceName.startsWith("%clamp%");
if (clamp) pathName = resourceName.substr(7);
//wstring in = skins->getSelected()->getResource(pathName);
if (false ) // 4J - removed was ( in == NULL)
{
loadTexture(missingNo, id, blur, clamp);
}
else
{
// 4J Stu - Get resource above just returns the name for texture packs
BufferedImage *bufImage = readImage(texId, pathName); //in);
loadTexture(bufImage, id, blur, clamp);
delete bufImage;
}
idMap[resourceName] = id;
MIPMAP = true; // 4J added
TEXTURE_FORMAT = C4JRender::TEXTURE_FORMAT_RxGyBzAw;
return id;
/*
} catch (IOException e) {
e.printStackTrace();
MemoryTracker.genTextures(ib);
int id = ib.get(0);
loadTexture(missingNo, id);
idMap.put(resourceName, id);
return id;
}
*/
}
int Textures::getTexture(BufferedImage *img, C4JRender::eTextureFormat format, bool mipmap)
{
int id = MemoryTracker::genTextures();
TEXTURE_FORMAT = format;
MIPMAP = mipmap;
loadTexture(img, id);
TEXTURE_FORMAT = C4JRender::TEXTURE_FORMAT_RxGyBzAw;
MIPMAP = true;
loadedImages[id] = img;
return id;
}
void Textures::loadTexture(BufferedImage *img, int id)
{
// printf("Textures::loadTexture BufferedImage %d\n",id);
loadTexture(img, id, false, false);
}
void Textures::loadTexture(BufferedImage *img, int id, bool blur, bool clamp)
{
// printf("Textures::loadTexture BufferedImage with blur and clamp %d\n",id);
int iMipLevels=1;
MemSect(33);
glBindTexture(GL_TEXTURE_2D, id);
if (MIPMAP)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
/*
* glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_LOD, 0);
* glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LOD, 4);
* glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
* glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 4);
*/
}
else
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
if (blur)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
if (clamp)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
}
else
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
}
int w = img->getWidth();
int h = img->getHeight();
intArray rawPixels(w*h);
img->getRGB(0, 0, w, h, rawPixels, 0, w);
if (options != NULL && options->anaglyph3d)
{
rawPixels = anaglyph(rawPixels);
}
byteArray newPixels(w * h * 4);
for (unsigned int i = 0; i < rawPixels.length; i++)
{
int a = (rawPixels[i] >> 24) & 0xff;
int r = (rawPixels[i] >> 16) & 0xff;
int g = (rawPixels[i] >> 8) & 0xff;
int b = (rawPixels[i]) & 0xff;
#ifdef _XBOX
newPixels[i * 4 + 0] = (byte) a;
newPixels[i * 4 + 1] = (byte) r;
newPixels[i * 4 + 2] = (byte) g;
newPixels[i * 4 + 3] = (byte) b;
#else
newPixels[i * 4 + 0] = (byte) r;
newPixels[i * 4 + 1] = (byte) g;
newPixels[i * 4 + 2] = (byte) b;
newPixels[i * 4 + 3] = (byte) a;
#endif
}
// 4J - now creating a buffer of the size we require dynamically
ByteBuffer *pixels = MemoryTracker::createByteBuffer(w * h * 4);
pixels->clear();
pixels->put(newPixels);
pixels->position(0)->limit(newPixels.length);
delete[] rawPixels.data;
delete[] newPixels.data;
if (MIPMAP)
{
// 4J-PB - In the new XDK, the CreateTexture will fail if the number of mipmaps is higher than the width & height passed in will allow!
int iWidthMips=1;
int iHeightMips=1;
while((8<<iWidthMips)<w) iWidthMips++;
while((8<<iHeightMips)<h) iHeightMips++;
iMipLevels=(iWidthMips<iHeightMips)?iWidthMips:iHeightMips;
//RenderManager.TextureSetTextureLevels(5); // 4J added
if(iMipLevels>5)iMipLevels = 5;
RenderManager.TextureSetTextureLevels(iMipLevels); // 4J added
}
RenderManager.TextureData(w,h,pixels->getBuffer(),0,TEXTURE_FORMAT);
//glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL12.GL_BGRA, GL12.GL_UNSIGNED_INT_8_8_8_8_REV, pixels);
if (MIPMAP)
{
for (int level = 1; level < iMipLevels; level++)
{
int ow = w >> (level - 1);
// int oh = h >> (level - 1);
int ww = w >> level;
int hh = h >> level;
// 4J - added tempData so we aren't overwriting source data
unsigned int *tempData = new unsigned int[ww * hh];
// 4J - added - have we loaded mipmap data for this level? Use that rather than generating if possible
if( img->getData( level ) )
{
memcpy( tempData, img->getData( level ), ww * hh * 4);
#ifndef _XBOX
// Swap ARGB to RGBA
for( int i = 0; i < ww * hh ; i++ )
{
tempData[i] = ( tempData[i] >> 24 ) | (tempData[i] << 8 );
}
#endif
}
else
{
for (int x = 0; x < ww; x++)
for (int y = 0; y < hh; y++)
{
int c0 = pixels->getInt(((x * 2 + 0) + (y * 2 + 0) * ow) * 4);
int c1 = pixels->getInt(((x * 2 + 1) + (y * 2 + 0) * ow) * 4);
int c2 = pixels->getInt(((x * 2 + 1) + (y * 2 + 1) * ow) * 4);
int c3 = pixels->getInt(((x * 2 + 0) + (y * 2 + 1) * ow) * 4);
#ifndef _XBOX
// 4J - convert our RGBA texels to ARGB that crispBlend is expecting
c0 = ( ( c0 >> 8 ) & 0x00ffffff ) | ( c0 << 24 );
c1 = ( ( c1 >> 8 ) & 0x00ffffff ) | ( c1 << 24 );
c2 = ( ( c2 >> 8 ) & 0x00ffffff ) | ( c2 << 24 );
c3 = ( ( c3 >> 8 ) & 0x00ffffff ) | ( c3 << 24 );
#endif
int col = Texture::crispBlend(Texture::crispBlend(c0, c1), Texture::crispBlend(c2, c3));
#ifndef _XBOX
// 4J - and back from ARGB -> RGBA
col = ( col << 8 ) | (( col >> 24 ) & 0xff);
#endif
tempData[x + y * ww] = col;
}
}
for (int x = 0; x < ww; x++ )
for (int y = 0; y < hh; y++)
{
pixels->putInt((x + y * ww) * 4, tempData[x + y * ww]);
}
delete [] tempData;
RenderManager.TextureData(ww,hh,pixels->getBuffer(),level,TEXTURE_FORMAT);
}
}
/*
* if (MIPMAP) { GLU.gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, w, h,
* GL_RGBA, GL_UNSIGNED_BYTE, pixels); } else { }
*/
delete pixels; // 4J - now creating this dynamically
MemSect(0);
}
intArray Textures::anaglyph(intArray rawPixels)
{
intArray result(rawPixels.length);
for (unsigned int i = 0; i < rawPixels.length; i++)
{
int a = (rawPixels[i] >> 24) & 0xff;
int r = (rawPixels[i] >> 16) & 0xff;
int g = (rawPixels[i] >> 8) & 0xff;
int b = (rawPixels[i]) & 0xff;
int rr = (r * 30 + g * 59 + b * 11) / 100;
int gg = (r * 30 + g * 70) / (100);
int bb = (r * 30 + b * 70) / (100);
result[i] = a << 24 | rr << 16 | gg << 8 | bb;
}
delete[] rawPixels.data;
return result;
}
void Textures::replaceTexture(intArray rawPixels, int w, int h, int id)
{
bind(id);
// Removed in Java
#if 0
if (MIPMAP)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
/*
* glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_LOD, 0);
* glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LOD, 4);
* glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
* glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 4);
*/
}
else
#endif
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
if (options != NULL && options->anaglyph3d)
{
rawPixels = anaglyph(rawPixels);
}
byteArray newPixels(w * h * 4);
for (unsigned int i = 0; i < rawPixels.length; i++)
{
int a = (rawPixels[i] >> 24) & 0xff;
int r = (rawPixels[i] >> 16) & 0xff;
int g = (rawPixels[i] >> 8) & 0xff;
int b = (rawPixels[i]) & 0xff;
if (options != NULL && options->anaglyph3d)
{
int rr = (r * 30 + g * 59 + b * 11) / 100;
int gg = (r * 30 + g * 70) / (100);
int bb = (r * 30 + b * 70) / (100);
r = rr;
g = gg;
b = bb;
}
newPixels[i * 4 + 0] = (byte) r;
newPixels[i * 4 + 1] = (byte) g;
newPixels[i * 4 + 2] = (byte) b;
newPixels[i * 4 + 3] = (byte) a;
}
ByteBuffer *pixels = MemoryTracker::createByteBuffer(w * h * 4); // 4J - now creating dynamically
pixels->put(newPixels);
pixels->position(0)->limit(newPixels.length);
delete [] newPixels.data;
// New
// glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, w, h, GL12.GL_BGRA, GL12.GL_UNSIGNED_INT_8_8_8_8_REV, pixels);
#ifdef _XBOX
RenderManager.TextureDataUpdate(pixels->getBuffer(),0);
#else
RenderManager.TextureDataUpdate(0, 0,w,h,pixels->getBuffer(),0);
#endif
// Old
//glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
delete pixels;
}
// 4J - added. This is a more minimal version of replaceTexture that assumes the texture bytes are already in order, and so doesn't do any of the extra copying round
// that the original java version does
void Textures::replaceTextureDirect(intArray rawPixels, int w, int h, int id)
{
glBindTexture(GL_TEXTURE_2D, id);
// Remove in Java
#if 0
if (MIPMAP)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
/*
* glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_LOD, 0);
* glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LOD, 4);
* glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
* glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 4);
*/
}
else
#endif
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
#ifdef _XBOX
RenderManager.TextureDataUpdate(rawPixels.data, 0);
#else
RenderManager.TextureDataUpdate(0, 0, w, h, rawPixels.data, 0);
#endif
}
// 4J - added. This is a more minimal version of replaceTexture that assumes the texture bytes are already in order, and so doesn't do any of the extra copying round
// that the original java version does
void Textures::replaceTextureDirect(shortArray rawPixels, int w, int h, int id)
{
glBindTexture(GL_TEXTURE_2D, id);
// Remove in Java
#if 0
if (MIPMAP)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
/*
* glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_LOD, 0);
* glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LOD, 4);
* glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
* glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 4);
*/
}
else
#endif
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
#ifdef _XBOX
RenderManager.TextureDataUpdate(rawPixels.data, 0);
#else
RenderManager.TextureDataUpdate(0, 0, w, h, rawPixels.data, 0);
#endif
}
void Textures::releaseTexture(int id)
{
loadedImages.erase(id);
glDeleteTextures(id);
}
int Textures::loadHttpTexture(const wstring& url, const wstring& backup)
{
HttpTexture *texture = httpTextures[url];
if (texture != NULL)
{
if (texture->loadedImage != NULL && !texture->isLoaded)
{
if (texture->id < 0)
{
texture->id = getTexture(texture->loadedImage);
}
else
{
loadTexture(texture->loadedImage, texture->id);
}
texture->isLoaded = true;
}
}
if (texture == NULL || texture->id < 0)
{
if (backup.empty() ) return -1;
return loadTexture(TN_COUNT, backup);
}
return texture->id;
}
int Textures::loadHttpTexture(const wstring& url, int backup)
{
HttpTexture *texture = httpTextures[url];
if (texture != NULL)
{
if (texture->loadedImage != NULL && !texture->isLoaded)
{
if (texture->id < 0)
{
texture->id = getTexture(texture->loadedImage);
}
else
{
loadTexture(texture->loadedImage, texture->id);
}
texture->isLoaded = true;
}
}
if (texture == NULL || texture->id < 0)
{
return loadTexture(backup);
}
return texture->id;
}
bool Textures::hasHttpTexture(const wstring &url)
{
return httpTextures.find(url) != httpTextures.end();
}
HttpTexture *Textures::addHttpTexture(const wstring& url, HttpTextureProcessor *processor)
{
HttpTexture *texture = httpTextures[url];
if (texture == NULL)
{
httpTextures[url] = new HttpTexture(url, processor);
}
else
{
texture->count++;
}
return texture;
}
void Textures::removeHttpTexture(const wstring& url)
{
HttpTexture *texture = httpTextures[url];
if (texture != NULL)
{
texture->count--;
if (texture->count == 0)
{
if (texture->id >= 0) releaseTexture(texture->id);
httpTextures.erase(url);
}
}
}
// 4J-PB - adding for texture in memory (from global title storage)
int Textures::loadMemTexture(const wstring& url, const wstring& backup)
{
MemTexture *texture = NULL;
auto it = memTextures.find(url);
if (it != memTextures.end())
{
texture = (*it).second;
}
if(texture == NULL && app.IsFileInMemoryTextures(url))
{
// If we haven't loaded it yet, but we have the data for it then add it
texture = addMemTexture(url, new MobSkinMemTextureProcessor() );
}
if(texture != NULL)
{
if (texture->loadedImage != NULL && !texture->isLoaded)
{
// 4J - Disable mipmapping in general for skins & capes. Have seen problems with edge-on polys for some eg mumbo jumbo
if( ( url.substr(0,7) == L"dlcskin" ) ||
( url.substr(0,7) == L"dlccape" ) )
{
MIPMAP = false;
}
if (texture->id < 0)
{
texture->id = getTexture(texture->loadedImage, C4JRender::TEXTURE_FORMAT_RxGyBzAw, MIPMAP);
}
else
{
loadTexture(texture->loadedImage, texture->id);
}
texture->isLoaded = true;
MIPMAP = true;
}
}
if (texture == NULL || texture->id < 0)
{
if (backup.empty() ) return -1;
return loadTexture(TN_COUNT,backup);
}
return texture->id;
}
int Textures::loadMemTexture(const wstring& url, int backup)
{
MemTexture *texture = NULL;
auto it = memTextures.find(url);
if (it != memTextures.end())
{
texture = (*it).second;
}
if(texture == NULL && app.IsFileInMemoryTextures(url))
{
// If we haven't loaded it yet, but we have the data for it then add it
texture = addMemTexture(url, new MobSkinMemTextureProcessor() );
}
if(texture != NULL)
{
texture->ticksSinceLastUse = 0;
if (texture->loadedImage != NULL && !texture->isLoaded)
{
// 4J - Disable mipmapping in general for skins & capes. Have seen problems with edge-on polys for some eg mumbo jumbo
if( ( url.substr(0,7) == L"dlcskin" ) ||
( url.substr(0,7) == L"dlccape" ) )
{
MIPMAP = false;
}
if (texture->id < 0)
{
texture->id = getTexture(texture->loadedImage, C4JRender::TEXTURE_FORMAT_RxGyBzAw, MIPMAP);
}
else
{
loadTexture(texture->loadedImage, texture->id);
}
texture->isLoaded = true;
MIPMAP = true;
}
}
if (texture == NULL || texture->id < 0)
{
return loadTexture(backup);
}
return texture->id;
}
MemTexture *Textures::addMemTexture(const wstring& name,MemTextureProcessor *processor)
{
MemTexture *texture = NULL;
auto it = memTextures.find(name);
if (it != memTextures.end())
{
texture = (*it).second;
}
if(texture == NULL)
{
// can we find it in the app mem files?
PBYTE pbData=NULL;
DWORD dwBytes=0;
app.GetMemFileDetails(name,&pbData,&dwBytes);
if(dwBytes!=0)
{
texture = new MemTexture(name, pbData, dwBytes, processor);
memTextures[name] = texture;
}
else
{
// 4J Stu - Make an entry for this anyway and we can populate it later
memTextures[name] = NULL;
}
}
else
{
texture->count++;
}
delete processor;
return texture;
}
// MemTexture *Textures::getMemTexture(const wstring& url, MemTextureProcessor *processor)
// {
// MemTexture *texture = memTextures[url];
// if (texture != NULL)
// {
// texture->count++;
// }
// return texture;
// }
void Textures::removeMemTexture(const wstring& url)
{
MemTexture *texture = NULL;
auto it = memTextures.find(url);
if (it != memTextures.end())
{
texture = (*it).second;
// If it's NULL then we should just remove the entry
if( texture == NULL ) memTextures.erase(url);
}
if(texture != NULL)
{
texture->count--;
if (texture->count == 0)
{
if (texture->id >= 0) releaseTexture(texture->id);
memTextures.erase(url);
delete texture;
}
}
}
void Textures::tick(bool updateTextures, bool tickDynamics) // 4J added updateTextures parameter & tickDynamics
{
MemSect(22);
if(tickDynamics)
{
// 4J - added - if we aren't updating the final renderer textures, just tick each of the dynamic textures instead. This is used so that in frames were we have multiple
// ticks due to framerate compensation, that we don't lock the renderer textures twice needlessly and force the CPU to sync with the GPU.
if( !updateTextures )
{
MemSect(0);
return;
}
// 4J - added - tell renderer that we're about to do a block of dynamic texture updates, so we can unlock the resources after they are done rather than a series of locks/unlocks
//RenderManager.TextureDynamicUpdateStart();
terrain->cycleAnimationFrames();
items->cycleAnimationFrames();
//RenderManager.TextureDynamicUpdateEnd(); // 4J added - see comment above
}
// 4J - go over all the memory textures once per frame, and free any that haven't been used for a while. Ones that are being used will
// have their ticksSinceLastUse reset in Textures::loadMemTexture.
for (auto it = memTextures.begin(); it != memTextures.end();)
{
MemTexture *tex = it->second;
if( tex && ( ++tex->ticksSinceLastUse > MemTexture::UNUSED_TICKS_TO_FREE ) )
{
if (tex->id >= 0) releaseTexture(tex->id);
delete tex;
it = memTextures.erase(it);
}
else
{
it++;
}
}
MemSect(0);
}
void Textures::reloadAll()
{
TexturePack *skin = skins->getSelected();
for( int i = 0; i < TN_COUNT - 2; i++ )
{
releaseTexture(preLoadedIdx[i]);
}
idMap.clear();
loadedImages.clear();
loadIndexedTextures();
pixelsMap.clear();
// 4J Stu - These are not used any more
//WaterColor::init(loadTexturePixels(L"misc/watercolor.png"));
//GrassColor::init(loadTexturePixels(L"misc/grasscolor.png"));
//FoliageColor::init(loadTexturePixels(L"misc/foliagecolor.png"));
stitch();
skins->clearInvalidTexturePacks();
#if 0
for(auto it = loadedImages.begin(); it != loadedImages.end(); it++ )
{
BufferedImage *image = it->second;
loadTexture(image, it->first);
}
for(auto it = httpTextures.begin(); it != httpTextures.end(); it++ )
{
it->second->isLoaded = false;
}
for(auto it = memTextures.begin(); it != memTextures.end(); it++ )
{
it->second->isLoaded = false;
}
for( auto it = idMap.begin(); it != idMap.end(); it++ )
{
wstring name = it->first;
int id = idMap[name];
BufferedImage *image;
wstring prefix = L"%blur%";
bool blur = name.substr(0, prefix.size()).compare(prefix) == 0; //name.startsWith("%blur%");
if (blur) name = name.substr(6);
prefix = L"%clamp%";
bool clamp = name.substr(0, prefix.size()).compare(prefix) == 0; //name.startsWith("%clamp%");
if (clamp) name = name.substr(7);
image = readImage(skin->getResource(name));
loadTexture(image, id, blur, clamp);
delete image;
}
for( auto it = pixelsMap.begin(); it != pixelsMap.end(); it++ )
{
wstring name = it->first;
BufferedImage *image = readImage(skin->getResource(name));
loadTexturePixels(image, pixelsMap[name]);
delete image;
}
#endif
// Recalculate fonts
//Minecraft::GetInstance()->font->loadCharacterWidths();
//Minecraft::GetInstance()->altFont->loadCharacterWidths();
}
void Textures::stitch()
{
terrain->stitch();
items->stitch();
}
Icon *Textures::getMissingIcon(int type)
{
switch (type)
{
case Icon::TYPE_ITEM:
default:
return items->getMissingIcon();
case Icon::TYPE_TERRAIN:
return terrain->getMissingIcon();
}
}
BufferedImage *Textures::readImage(TEXTURE_NAME texId, const wstring& name) // 4J was InputStream *in
{
BufferedImage *img=NULL;
MemSect(32);
// is this image one of the Title Update ones?
bool isTu = IsTUImage(texId, name);
wstring drive = L"";
if(!skins->isUsingDefaultSkin() && skins->getSelected()->hasFile(L"res/" + name,false))
{
drive = skins->getSelected()->getPath(isTu);
img = skins->getSelected()->getImageResource(name, false, isTu, drive); //new BufferedImage(name,false,isTu,drive);
}
else
{
const char *pchName=wstringtofilename(name);
#ifdef __PS3__
if(app.GetBootedFromDiscPatch() && app.IsFileInPatchList(pchName))
{
char *pchUsrDir = app.GetBDUsrDirPath(pchName);
wstring wstr (pchUsrDir, pchUsrDir+strlen(pchUsrDir));
if(isTu)
{
drive= wstr + L"\\Common\\res\\TitleUpdate\\";
}
else
{
drive= wstr + L"\\Common\\";
}
}
else
#endif
{
drive = skins->getDefault()->getPath(isTu);
}
const char *pchDrive=wstringtofilename(drive);
if(IsOriginalImage(texId, name) || isTu)
{
img = skins->getDefault()->getImageResource(name,false,isTu,drive); //new BufferedImage(name,false,isTu,drive);
}
else
{
img = skins->getDefault()->getImageResource(L"1_2_2/" + name, false, isTu, drive); //new BufferedImage(L"/1_2_2" + name,false,isTu,drive);
}
}
MemSect(0);
return img;
}
// Match the preload images from their enum to avoid a ton of string comparisons
TEXTURE_NAME TUImages[] =
{
TN_POWERED_CREEPER,
TN_MOB_ENDERMAN_EYES,
TN_MISC_EXPLOSION,
TN_MOB_ZOMBIE,
TN_MISC_FOOTSTEP,
TN_MOB_RED_COW,
TN_MOB_SNOWMAN,
TN_MOB_ENDERDRAGON,
TN_MOB_VILLAGER_VILLAGER,
TN_MOB_VILLAGER_FARMER,
TN_MOB_VILLAGER_LIBRARIAN,
TN_MOB_VILLAGER_PRIEST,
TN_MOB_VILLAGER_SMITH,
TN_MOB_VILLAGER_BUTCHER,
TN_MOB_ENDERDRAGON_ENDEREYES,
TN__BLUR__MISC_GLINT,
TN_ITEM_BOOK,
TN_MISC_PARTICLEFIELD,
// TU9
TN_MISC_TUNNEL,
TN_MOB_ENDERDRAGON_BEAM,
TN_GUI_ITEMS,
TN_TERRAIN,
TN_MISC_MAPICONS,
// TU12
TN_MOB_WITHER_SKELETON,
// TU14
TN_TILE_ENDER_CHEST,
TN_ART_KZ,
TN_MOB_WOLF_TAME,
TN_MOB_WOLF_COLLAR,
TN_PARTICLES,
TN_MOB_ZOMBIE_VILLAGER,
TN_ITEM_LEASHKNOT,
TN_MISC_BEACON_BEAM,
TN_MOB_BAT,
TN_MOB_DONKEY,
TN_MOB_HORSE_BLACK,
TN_MOB_HORSE_BROWN,
TN_MOB_HORSE_CHESTNUT,
TN_MOB_HORSE_CREAMY,
TN_MOB_HORSE_DARKBROWN,
TN_MOB_HORSE_GRAY,
TN_MOB_HORSE_MARKINGS_BLACKDOTS,
TN_MOB_HORSE_MARKINGS_WHITE,
TN_MOB_HORSE_MARKINGS_WHITEDOTS,
TN_MOB_HORSE_MARKINGS_WHITEFIELD,
TN_MOB_HORSE_SKELETON,
TN_MOB_HORSE_WHITE,
TN_MOB_HORSE_ZOMBIE,
TN_MOB_MULE,
TN_MOB_HORSE_ARMOR_DIAMOND,
TN_MOB_HORSE_ARMOR_GOLD,
TN_MOB_HORSE_ARMOR_IRON,
TN_MOB_WITCH,
TN_MOB_WITHER,
TN_MOB_WITHER_ARMOR,
TN_MOB_WITHER_INVULNERABLE,
TN_TILE_TRAP_CHEST,
TN_TILE_LARGE_TRAP_CHEST,
//TN_TILE_XMAS_CHEST,
//TN_TILE_LARGE_XMAS_CHEST,
#ifdef _LARGE_WORLDS
TN_MISC_ADDITIONALMAPICONS,
#endif
// TU17
TN_DEFAULT_FONT,
// TN_ALT_FONT, // Not in TU yet
TN_COUNT // Why is this here?
};
// This is for any TU textures that aren't part of our enum indexed preload set
const wchar_t *TUImagePaths[] =
{
L"font/Default",
L"font/Mojangles_7",
L"font/Mojangles_11",
// TU12
L"armor/cloth_1.png",
L"armor/cloth_1_b.png",
L"armor/cloth_2.png",
L"armor/cloth_2_b.png",
//
NULL
};
bool Textures::IsTUImage(TEXTURE_NAME texId, const wstring& name)
{
int i = 0;
if(texId < TN_COUNT)
{
while(TUImages[i] < TN_COUNT)
{
if(texId == TUImages[i])
{
return true;
}
i++;
}
}
i = 0;
while(TUImagePaths[i])
{
if(name.compare(TUImagePaths[i])==0)
{
return true;
}
i++;
}
return false;
}
TEXTURE_NAME OriginalImages[] =
{
TN_MOB_CHAR,
TN_MOB_CHAR1,
TN_MOB_CHAR2,
TN_MOB_CHAR3,
TN_MOB_CHAR4,
TN_MOB_CHAR5,
TN_MOB_CHAR6,
TN_MOB_CHAR7,
TN_MISC_MAPBG,
TN_COUNT
};
const wchar_t *OriginalImagesPaths[] =
{
L"misc/watercolor.png",
NULL
};
bool Textures::IsOriginalImage(TEXTURE_NAME texId, const wstring& name)
{
int i = 0;
if(texId < TN_COUNT)
{
while(OriginalImages[i] < TN_COUNT)
{
if(texId == OriginalImages[i])
{
return true;
}
i++;
}
}
i = 0;
while(OriginalImagesPaths[i])
{
if(name.compare(OriginalImagesPaths[i])==0)
{
return true;
}
i++;
}
return false;
}