Files
ppsspp/UI/UIAtlas.cpp
T

248 lines
6.0 KiB
C++

#include <string>
#include "Common/File/Path.h"
#include "Common/File/FileUtil.h"
#include "Common/File/VFS/VFS.h"
#include "Common/TimeUtil.h"
#include "Common/GPU/thin3d.h"
#include "Common/StringUtils.h"
#include "Common/UI/Context.h"
#include "Common/Render/AtlasGen.h"
#include "Common/Render/ManagedTexture.h"
#include "Common/Common.h"
#include "Common/Log.h"
#include "UI/UIAtlas.h"
static Atlas ui_atlas;
static Atlas font_atlas;
const Atlas *GetFontAtlas() {
return &font_atlas;
}
Atlas *GetUIAtlas() {
return &ui_atlas;
}
static const std::string imageIDs[] = {
"I_SOLIDWHITE",
"I_CROSS",
"I_CIRCLE",
"I_SQUARE",
"I_TRIANGLE",
"I_SELECT",
"I_START",
"I_ARROW",
"I_DIR",
"I_ROUND",
"I_RECT",
"I_STICK",
"I_STICK_BG",
"I_SHOULDER",
"I_DIR_LINE",
"I_ROUND_LINE",
"I_RECT_LINE",
"I_SHOULDER_LINE",
"I_STICK_LINE",
"I_STICK_BG_LINE",
"I_CHECKEDBOX",
"I_BG",
"I_L",
"I_R",
"I_DROP_SHADOW",
"I_LINES",
"I_GRID",
"I_LOGO",
"I_ICON",
"I_ICON_GOLD",
"I_FOLDER",
"I_UP_DIRECTORY",
"I_GEAR",
"I_1",
"I_2",
"I_3",
"I_4",
"I_5",
"I_6",
"I_PSP_DISPLAY",
"I_FLAG_JP",
"I_FLAG_US",
"I_FLAG_EU",
"I_FLAG_HK",
"I_FLAG_AS",
"I_FLAG_KO",
"I_FULLSCREEN",
"I_RESTORE",
"I_SDCARD",
"I_HOME",
"I_A",
"I_B",
"I_C",
"I_D",
"I_E",
"I_F",
"I_SQUARE_SHAPE",
"I_SQUARE_SHAPE_LINE",
"I_FOLDER_OPEN",
"I_WARNING",
"I_TRASHCAN",
"I_PLUS",
"I_ROTATE_LEFT",
"I_ROTATE_RIGHT",
"I_ARROW_LEFT",
"I_ARROW_RIGHT",
"I_ARROW_UP",
"I_ARROW_DOWN",
"I_SLIDERS",
"I_THREE_DOTS",
"I_INFO",
"I_RETROACHIEVEMENTS_LOGO",
"I_CHECKMARK",
"I_PLAY",
"I_STOP",
"I_PAUSE",
"I_FAST_FORWARD",
"I_RECORD",
"I_SPEAKER",
"I_SPEAKER_MAX",
"I_SPEAKER_OFF",
"I_WINNER_CUP",
"I_EMPTY",
};
static std::string PNGNameFromID(std::string_view id) {
std::string output;
output.reserve(id.size() + 3);
for (int i = 2; i < id.size(); i++) {
output.push_back((char)tolower(id[i]));
}
output.append(".png");
return output;
}
Draw::Texture *GenerateUIAtlas(Draw::DrawContext *draw, Atlas *atlas) {
Bucket bucket;
// Script fully read, now read images and rasterize the fonts.
Image images[ARRAY_SIZE(imageIDs)];
int resultIds[ARRAY_SIZE(images)];
Instant start = Instant::Now();
// TODO: Load SVGs here, trying to fill in the images. The remaining images we fill from PNGs.
// TODO: This can be parallelized if needed.
for (int i = 0; i < ARRAY_SIZE(imageIDs); i++) {
resultIds[i] = i;
Image &img = images[i];
if (!img.IsEmpty()) {
// Was already loaded from SVG.
continue;
}
bool success = true;
if (equals(imageIDs[i], "I_SOLIDWHITE")) {
img.resize(16, 16);
img.fill(0xFFFFFFFF);
} else {
std::string name = "ui_images/";
std::string pngName = PNGNameFromID(imageIDs[i]);
name.append(pngName);
bool success = img.LoadPNG(name.c_str());
if (!success) {
ERROR_LOG(Log::G3D, "Failed to load %s\n", name.c_str());
}
}
}
INFO_LOG(Log::G3D, " - Loaded %zu images in %.2f ms\n", ARRAY_SIZE(images), start.ElapsedMs());
Instant addStart = Instant::Now();
for (int i = 0; i < ARRAY_SIZE(images); i++) {
bucket.AddImage(std::move(images[i]), i);
}
INFO_LOG(Log::G3D, " - Added %zu images in %.2f ms\n", bucket.data.size(), addStart.ElapsedMs());
int image_width = 512;
Image dest;
Instant bucketStart = Instant::Now();
std::vector<Data> results = bucket.Resolve(image_width, dest);
INFO_LOG(Log::G3D, " - Bucketed %zu images in %.2f ms\n", results.size(), bucketStart.ElapsedMs());
// Fill out the atlas structure.
std::vector<AtlasImage> genAtlasImages;
genAtlasImages.reserve(ARRAY_SIZE(imageIDs));
for (int i = 0; i < ARRAY_SIZE(imageIDs); i++) {
genAtlasImages.push_back(ToAtlasImage(resultIds[i], imageIDs[i], (float)dest.width(), (float)dest.height(), results));
}
atlas->Clear();
atlas->images = new AtlasImage[genAtlasImages.size()];
std::copy(genAtlasImages.begin(), genAtlasImages.end(), atlas->images);
atlas->num_images = (int)genAtlasImages.size();
// For debug, write out the atlas.
// dest.SavePNG("../gen.png");
// Then, create the texture too.
Draw::TextureDesc desc{};
desc.width = image_width;
desc.height = dest.height();
desc.depth = 1;
desc.mipLevels = 1;
desc.format = Draw::DataFormat::R8G8B8A8_UNORM;
desc.type = Draw::TextureType::LINEAR2D;
desc.initData.push_back((const u8 *)dest.data());
desc.tag = "UIAtlas";
INFO_LOG(Log::G3D, "UI atlas generated in %.2f ms, size %dx%d with %zu images\n", start.ElapsedMs(), desc.width, desc.height, genAtlasImages.size());
return draw->CreateTexture(desc);
}
static void LoadAtlasMetadata(Atlas &metadata, const char *filename) {
size_t atlas_data_size = 0;
const uint8_t *atlas_data = g_VFS.ReadFile(filename, &atlas_data_size);
bool load_success = atlas_data != nullptr && metadata.LoadMeta(atlas_data, atlas_data_size);
if (!load_success) {
ERROR_LOG(Log::G3D, "Failed to load %s - graphics may be broken", filename);
// Stumble along with broken visuals instead of dying...
}
delete[] atlas_data;
}
AtlasData AtlasProvider(Draw::DrawContext *draw, AtlasChoice atlas) {
switch (atlas) {
case AtlasChoice::General:
{
// Generate the atlas from scratch.
Draw::Texture *tex = GenerateUIAtlas(draw, &ui_atlas);
return {&ui_atlas, tex};
}
case AtlasChoice::Font:
{
Draw::Texture *fontTexture = nullptr;
#if PPSSPP_PLATFORM(WINDOWS) || PPSSPP_PLATFORM(ANDROID) || PPSSPP_PLATFORM(MAC) || PPSSPP_PLATFORM(IOS)
// Load the smaller ascii font only, like on Android. For debug ui etc.
// NOTE: We better be sure here that the correct metadata is loaded..
LoadAtlasMetadata(font_atlas, "asciifont_atlas.meta");
fontTexture = CreateTextureFromFile(draw, "asciifont_atlas.zim", ImageFileType::ZIM, false);
if (!fontTexture) {
WARN_LOG(Log::System, "Failed to load font_atlas.zim or asciifont_atlas.zim");
}
#else
// Load the full font texture.
LoadAtlasMetadata(font_atlas, "font_atlas.meta");
fontTexture = CreateTextureFromFile(draw, "font_atlas.zim", ImageFileType::ZIM, false);
#endif
return {
&font_atlas,
fontTexture,
};
}
default:
return {};
};
}