File: ImageSet.cpp

package info (click to toggle)
endless-sky 0.10.16-3
  • links: PTS, VCS
  • area: main
  • in suites: forky, sid
  • size: 414,608 kB
  • sloc: cpp: 73,435; python: 893; xml: 666; sh: 271; makefile: 28
file content (290 lines) | stat: -rw-r--r-- 9,303 bytes parent folder | download
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
/* ImageSet.cpp
Copyright (c) 2017 by Michael Zahniser

Endless Sky is free software: you can redistribute it and/or modify it under the
terms of the GNU General Public License as published by the Free Software
Foundation, either version 3 of the License, or (at your option) any later version.

Endless Sky is distributed in the hope that it will be useful, but WITHOUT ANY
WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
PARTICULAR PURPOSE. See the GNU General Public License for more details.

You should have received a copy of the GNU General Public License along with
this program. If not, see <https://www.gnu.org/licenses/>.
*/

#include "ImageSet.h"

#include "../text/Format.h"
#include "../GameData.h"
#include "ImageBuffer.h"
#include "../Logger.h"
#include "Mask.h"
#include "MaskManager.h"
#include "Sprite.h"

#include <algorithm>
#include <cassert>

using namespace std;

namespace {
	// Determine whether the given path or name is to a sprite for which a
	// collision mask ought to be generated.
	bool IsMasked(const filesystem::path &path)
	{
		if(path.empty())
			return false;
		filesystem::path directory = *path.begin();
		return directory == "ship" || directory == "asteroid";
	}

	// Add consecutive frames from the given map to the given vector. Issue warnings for missing or mislabeled frames.
	void AddValid(const map<size_t, filesystem::path> &frameData, vector<filesystem::path> &sequence,
		const string &prefix, bool is2x, bool isSwizzleMask) noexcept(false)
	{
		if(frameData.empty())
			return;
		// Valid animations (or stills) begin with frame 0.
		if(frameData.begin()->first != 0)
		{
			Logger::LogError(prefix + "ignored " + (isSwizzleMask ? "mask " : "") + (is2x ? "@2x " : "")
				+ "frame " + to_string(frameData.begin()->first) + " (" + to_string(frameData.size())
				+ " ignored in total). Animations must start at frame 0.");
			return;
		}

		// Find the first frame that is not a single increment over the previous frame.
		auto it = frameData.begin();
		auto next = it;
		auto end = frameData.end();
		while(++next != end && next->first == it->first + 1)
			it = next;
		// Copy the sorted, valid paths from the map to the frame sequence vector.
		size_t count = distance(frameData.begin(), next);
		sequence.resize(count);
		transform(frameData.begin(), next, sequence.begin(),
			[](const pair<size_t, filesystem::path> &p) -> filesystem::path { return p.second; });

		// If `next` is not the end, then there was at least one discontinuous frame.
		if(next != frameData.end())
		{
			size_t ignored = distance(next, frameData.end());
			Logger::LogError(prefix + "missing " + (isSwizzleMask ? "mask " : "") + (is2x ? "@2x " : "") + "frame "
				+ to_string(it->first + 1) + " (" + to_string(ignored)
				+ (ignored > 1 ? " frames" : " frame") + " ignored in total).");
		}
	}
}



// Check if the given path is to an image of a valid file type.
bool ImageSet::IsImage(const filesystem::path &path)
{
	filesystem::path ext = path.extension();
	return ImageBuffer::ImageExtensions().contains(Format::LowerCase(ext.string()));
}



// Determine whether the given path or name is for a sprite whose loading
// should be deferred until needed.
bool ImageSet::IsDeferred(const filesystem::path &path)
{
	if(path.empty())
		return false;
	return *path.begin() == "land";
}



ImageSet::ImageSet(string name)
	: name(std::move(name))
{
}



// Get the name of the sprite for this image set.
const string &ImageSet::Name() const
{
	return name;
}



// Whether this image set is empty, i.e. has no images.
bool ImageSet::IsEmpty() const
{
	return framePaths[0].empty() && framePaths[1].empty();
}



// Add a single image to this set. Assume the name of the image has already
// been checked to make sure it belongs in this set.
void ImageSet::Add(ImageFileData data)
{
	// Determine which frame of the sprite this image will be.
	// Store the requested path.
	framePaths[data.is2x + (2 * data.isSwizzleMask)][data.frameNumber].swap(data.path);
}



// Reduce all given paths to frame images into a sequence of consecutive frames.
void ImageSet::ValidateFrames() noexcept(false)
{
	string prefix = "Sprite \"" + name + "\": ";
	AddValid(framePaths[0], paths[0], prefix, false, false);
	AddValid(framePaths[1], paths[1], prefix, true, false);
	AddValid(framePaths[2], paths[2], prefix, false, true);
	AddValid(framePaths[3], paths[3], prefix, true, true);
	framePaths[0].clear();
	framePaths[1].clear();
	framePaths[2].clear();
	framePaths[3].clear();

	// Ensure that image sequences aren't mixed with other images.
	for(int i = 0; i < 4; ++i)
		for(const auto &path : paths[i])
		{
			string ext = path.extension().string();
			if(ImageBuffer::ImageSequenceExtensions().contains(Format::LowerCase(ext)) && paths[i].size() > 1)
			{
				Logger::LogError("Image sequences must be exclusive; ignoring all but the image sequence data for \""
						+ name + "\"");
				paths[i][0] = path;
				paths[i].resize(1);
				break;
			}
		}

	auto DropPaths = [&](vector<filesystem::path> &toResize, const string &specifier)
	{
		if(toResize.size() > paths[0].size())
		{
			Logger::LogError(prefix + to_string(toResize.size() - paths[0].size())
				+ " extra frames for the " + specifier + " sprite will be ignored.");
			toResize.resize(paths[0].size());
		}
	};

	// Drop any @2x and mask paths that will not be used.
	DropPaths(paths[1], "@2x");
	DropPaths(paths[2], "mask");
	DropPaths(paths[3], "@2x mask");
}



// Load all the frames. This should be called in one of the image-loading
// worker threads. This also generates collision masks if needed.
void ImageSet::Load() noexcept(false)
{
	assert(framePaths[0].empty() && "should call ValidateFrames before calling Load");

	// Determine how many frames there will be, total. The image buffers will
	// not actually be allocated until the first image is loaded (at which point
	// the sprite's dimensions will be known).
	size_t frames = paths[0].size();

	// Check whether we need to generate collision masks.
	bool makeMasks = IsMasked(name);

	const auto UpdateFrameCount = [&]()
	{
		buffer[1].Clear(frames);
		buffer[2].Clear(frames);
		buffer[3].Clear(frames);

		if(makeMasks)
			masks.resize(frames);
	};

	buffer[0].Clear(frames);
	UpdateFrameCount();

	// Load the 1x sprites first, then the 2x sprites, because they are likely
	// to be in separate locations on the disk. Create masks if needed.
	for(size_t i = 0; i < paths[0].size(); ++i)
	{
		int loadedFrames = buffer[0].Read(paths[0][i], i);
		const string fileName = "\"" + name + "\" frame #" + to_string(i);
		if(!loadedFrames)
		{
			Logger::LogError("Failed to read image data for \"" + fileName);
			continue;
		}
		// If we loaded an image sequence, clear all other buffers.
		if(loadedFrames > 1)
		{
			frames = loadedFrames;
			UpdateFrameCount();
		}

		if(makeMasks)
		{
			masks[i].Create(buffer[0], i, fileName);
			if(!masks[i].IsLoaded())
				Logger::LogError("Failed to create collision mask for " + fileName);
		}
	}

	auto FillSwizzleMasks = [&](vector<filesystem::path> &toFill, unsigned int intendedSize)
	{
		if(toFill.size() == 1 && intendedSize > 1)
			for(unsigned int i = toFill.size(); i < intendedSize; i++)
				toFill.emplace_back(toFill.back());
	};
	// If there is only a swizzle-mask defined for the first frame fill up the swizzle-masks
	// with this mask.
	FillSwizzleMasks(paths[2], paths[0].size());
	FillSwizzleMasks(paths[3], paths[0].size());


	auto LoadSprites = [&](const vector<filesystem::path> &toLoad, ImageBuffer &buffer, const string &specifier)
	{
		for(size_t i = 0; i < frames && i < toLoad.size(); ++i)
			if(!buffer.Read(toLoad[i], i))
			{
				Logger::LogError("Removing " + specifier + " frames for \"" + name + "\" due to read error");
				buffer.Clear();
				break;
			}
	};
	// Now, load the mask and 2x sprites, if they exist. Because the number of 1x frames
	// is definitive, don't load any frames beyond the size of the 1x list.
	LoadSprites(paths[1], buffer[1], "@2x");
	LoadSprites(paths[2], buffer[2], "mask");
	LoadSprites(paths[3], buffer[3], "@2x mask");

	// Warn about a "high-profile" image that will be blurry due to rendering at 50% scale.
	bool willBlur = (buffer[0].Width() & 1) || (buffer[0].Height() & 1);
	if(willBlur && (name.starts_with("ship/") || name.starts_with("outfit/") || name.starts_with("thumbnail/")))
		Logger::LogError("Warning: image \"" + name + "\" will be blurry since width and/or height are not even ("
			+ to_string(buffer[0].Width()) + "x" + to_string(buffer[0].Height()) + ").");
}



// Create the sprite and optionally upload the image data to the GPU. After this is
// called, the internal image buffers and mask vector will be cleared, but
// the paths are saved in case the sprite needs to be loaded again.
void ImageSet::Upload(Sprite *sprite, bool enableUpload)
{
	// Clear all the buffers if we are not uploading the image data.
	if(!enableUpload)
		for(ImageBuffer &it : buffer)
			it.Clear();

	// Load the frames (this will clear the buffers).
	sprite->AddFrames(buffer[0], false);
	sprite->AddFrames(buffer[1], true);
	sprite->AddSwizzleMaskFrames(buffer[2], false);
	sprite->AddSwizzleMaskFrames(buffer[3], true);

	GameData::GetMaskManager().SetMasks(sprite, std::move(masks));
	masks.clear();
}