Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaClient/ClientSource/Utils/TextureLoader.cs
2023-12-14 16:11:27 +02:00

208 lines
7.5 KiB
C#

using Microsoft.Xna.Framework.Graphics;
using System;
using System.Threading.Tasks;
using Barotrauma.IO;
using Lidgren.Network;
using Color = Microsoft.Xna.Framework.Color;
namespace Barotrauma
{
/// <summary>
/// Based on http://jakepoz.com/jake_poznanski__background_load_xna.html
/// </summary>
public static class TextureLoader
{
public static Texture2D PlaceHolderTexture
{
get;
private set;
}
private static volatile bool cancelAll = false;
public static void Init(GraphicsDevice graphicsDevice, bool needsBmp = false)
{
_graphicsDevice = graphicsDevice;
Color[] data = new Color[32 * 32];
for (int i = 0; i < 32 * 32; i++)
{
data[i] = Color.Magenta;
}
CrossThread.RequestExecutionOnMainThread(() =>
{
PlaceHolderTexture = new Texture2D(graphicsDevice, 32, 32);
PlaceHolderTexture.SetData(data);
});
}
public static void CancelAll()
{
cancelAll = true;
}
private static byte[] CompressDxt5(byte[] data, int width, int height)
{
var output = new byte[width * height];
Parallel.For(
fromInclusive: 0,
toExclusive: width * height / 16,
i =>
{
int i4 = i * 4;
int inputOffset = (i4 % width + (i4 / width) * 4 * width) * 4;
int outputOffset = i * 16;
CompressDxt5Block(data, inputOffset, width, output, outputOffset);
});
return output;
}
private static void CompressDxt5Block(byte[] data, int inputOffset, int width, byte[] output, int outputOffset)
{
int r1 = 255, g1 = 255, b1 = 255, a1 = 255;
int r2 = 0, g2 = 0, b2 = 0, a2 = 0;
// Determine the two colors to interpolate between:
// color 1 represents lowest luma, color 2 represents highest luma.
// Luma is also used to determine which color on the palette
// most closely resembles each pixel to compress, so we
// cache our calculations here.
int y1 = 255000;
int y2 = 0;
for (int i = 0; i < 16; i++)
{
int pixelOffset = inputOffset + (4 * ((i % 4) + (width * (i >> 2))));
int r = data[pixelOffset + 0];
int g = data[pixelOffset + 1];
int b = data[pixelOffset + 2];
int a = data[pixelOffset + 3];
int y = r * 299 + g * 587 + b * 114;
if (y < y1)
{
r1 = r; g1 = g; b1 = b; y1 = y;
}
if (y > y2)
{
r2 = r; g2 = g; b2 = b; y2 = y;
}
if (a < a1) { a1 = a; }
if (a > a2) { a2 = a; }
}
//convert the colors to rgb565 (16-bit rgb)
int r1_565 = r1 >> (8 - 5);
int g1_565 = g1 >> (8 - 6);
int b1_565 = b1 >> (8 - 5);
int r2_565 = r2 >> (8 - 5);
int g2_565 = g2 >> (8 - 6);
int b2_565 = b2 >> (8 - 5);
int y2y1Diff = y2 - y1;
if (y2y1Diff > 0 || a1 < a2)
{
for (int i = 0; i < 16; i++)
{
int pixelOffset = inputOffset + (4 * ((i % 4) + (width * (i >> 2))));
int r = data[pixelOffset + 0];
int g = data[pixelOffset + 1];
int b = data[pixelOffset + 2];
if (a1 < a2)
{
int a = data[pixelOffset + 3];
a -= a1;
a = (a * 0x7) / (a2 - a1);
if (a < 0x7)
{
a = a switch
{
0 => 1,
1 => 7,
_ => 8 - a
};
NetBitWriter.WriteByte((byte)a, 3, output, (outputOffset * 8) + 16 + (i * 3));
}
}
if (y2y1Diff <= 0) { continue; }
int y = r * 299 + g * 587 + b * 114;
int diffY = y - y1;
int paletteIndex = (diffY * 4) / y2y1Diff;
paletteIndex = paletteIndex switch
{
0 => 0,
1 => 2,
2 => 3,
_ => 1
};
output[outputOffset + 12 + (i / 4)] |= (byte)(paletteIndex << (2 * (i % 4)));
}
}
output[outputOffset + 0] = (byte)a2;
output[outputOffset + 1] = (byte)a1;
output[outputOffset + 9] = (byte)((r1_565 << 3) | (g1_565 >> 3));
output[outputOffset + 8] = (byte)((g1_565 << 5) | b1_565);
output[outputOffset + 11] = (byte)((r2_565 << 3) | (g2_565 >> 3));
output[outputOffset + 10] = (byte)((g2_565 << 5) | b2_565);
}
public static Texture2D FromFile(string path, bool compress = true, bool mipmap = false, ContentPackage contentPackage = null)
{
using FileStream fileStream = File.OpenRead(path);
return FromStream(fileStream, path, compress, mipmap, contentPackage);
}
public static Texture2D FromStream(System.IO.Stream stream, string path = null, bool compress = true, bool mipmap = false, ContentPackage contentPackage = null)
{
try
{
path = path.CleanUpPath();
byte[] textureData = null;
textureData = Texture2D.TextureDataFromStream(stream, out int width, out int height, out int channels);
SurfaceFormat format = SurfaceFormat.Color;
if (GameSettings.CurrentConfig.Graphics.CompressTextures && compress)
{
if (((width & 0x03) == 0) && ((height & 0x03) == 0))
{
textureData = CompressDxt5(textureData, width, height);
format = SurfaceFormat.Dxt5;
mipmap = false;
}
else
{
DebugConsole.AddWarning($"Could not compress a texture because the dimensions aren't a multiple of 4 (path: {path ?? "null"}, size: {width}x{height})",
contentPackage);
}
}
Texture2D tex = null;
CrossThread.RequestExecutionOnMainThread(() =>
{
if (cancelAll) { return; }
tex = new Texture2D(_graphicsDevice, width, height, mipmap, format);
tex.SetData(textureData);
});
return tex;
}
catch (Exception e)
{
#if WINDOWS
if (e is SharpDX.SharpDXException) { throw; }
#endif
DebugConsole.ThrowError(string.IsNullOrEmpty(path) ? "Loading texture from stream failed!" :
"Loading texture \"" + path + "\" failed!", e);
return null;
}
}
private static GraphicsDevice _graphicsDevice;
}
}