raze/source/common/textures/buildtiles.cpp

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/*
** buildtexture.cpp
** Handling Build textures
**
**---------------------------------------------------------------------------
** Copyright 2019 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
**
*/
#include "files.h"
#include "zstring.h"
#include "textures.h"
#include "image.h"
#include "cache1d.h"
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#include "baselayer.h"
#include "palette.h"
#include "m_crc32.h"
#include "build.h"
enum
{
MAXARTFILES_BASE = 200,
MAXARTFILES_TOTAL = 220
};
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extern char* palookup[];
BuildFiles TileFiles;
//==========================================================================
//
//
//
//==========================================================================
picanm_t tileConvertAnimFormat(int32_t const picanmdisk)
{
// Unpack a 4 byte packed anim descriptor into the internal 5 byte format.
picanm_t anm;
anm.num = picanmdisk & 63;
anm.xofs = (picanmdisk >> 8) & 255;
anm.yofs = (picanmdisk >> 16) & 255;
anm.sf = ((picanmdisk >> 24) & 15) | (picanmdisk & 192);
anm.extra = (picanmdisk >> 28) & 15;
return anm;
}
//==========================================================================
//
// Base class for Build tile textures
// This needs a few subclasses for different use cases.
//
//==========================================================================
FBitmap FTileTexture::GetBgraBitmap(PalEntry* remap, int* ptrans)
{
FBitmap bmp;
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TArray<uint8_t> buffer;
bmp.Create(Size.x, Size.y);
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const uint8_t* ppix = Get8BitPixels();
if (!ppix)
{
// This is needed for tiles with a palette remap.
buffer.Resize(Size.x * Size.y);
Create8BitPixels(buffer.Data());
ppix = buffer.Data();
}
if (ppix) bmp.CopyPixelData(0, 0, ppix, Size.x, Size.y, Size.y, 1, 0, remap);
return bmp;
}
void FTileTexture::Create8BitPixels(uint8_t* buffer)
{
auto pix = Get8BitPixels();
if (pix) memcpy(buffer, pix, Size.x * Size.y);
}
//==========================================================================
//
// Tile textures are owned by their containing file object.
//
//==========================================================================
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FArtTile* GetTileTexture(const char* name, const TArray<uint8_t>& backingstore, uint32_t offset, int width, int height, int picanm)
{
auto tex = new FArtTile(backingstore, offset, width, height, picanm);
if (tex)
{
tex->SetName(name);
}
return tex;
}
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//==========================================================================
//
//
//
//==========================================================================
void BuildFiles::AddTile(int tilenum, FTexture* tex, bool permap)
{
assert(AllTiles.Find(tex) == AllTiles.Size() && AllMapTiles.Find(tex) == AllMapTiles.Size());
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auto& array = permap ? AllMapTiles : AllTiles;
array.Push(tex);
tiles[tilenum] = tex;
if (!permap) tilesbak[tilenum] = tex;
}
//===========================================================================
//
// AddTiles
//
// Adds all the tiles in an artfile to the texture manager.
//
//===========================================================================
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void BuildFiles::AddTiles (int firsttile, TArray<uint8_t>& RawData, bool permap)
{
const uint8_t *tiles = RawData.Data();
// int numtiles = LittleLong(((uint32_t *)tiles)[1]); // This value is not reliable
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int tilestart = LittleLong(((int *)tiles)[2]);
int tileend = LittleLong(((int *)tiles)[3]);
const uint16_t *tilesizx = &((const uint16_t *)tiles)[8];
const uint16_t *tilesizy = &tilesizx[tileend - tilestart + 1];
const uint32_t *picanm = (const uint32_t *)&tilesizy[tileend - tilestart + 1];
const uint8_t *tiledata = (const uint8_t *)&picanm[tileend - tilestart + 1];
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if (firsttile != -1)
{
tileend = tileend - tilestart + firsttile;
tilestart = firsttile;
}
for (int i = tilestart; i <= tileend; ++i)
{
int pic = i - tilestart;
int width = LittleShort(tilesizx[pic]);
int height = LittleShort(tilesizy[pic]);
uint32_t anm = LittleLong(picanm[pic]);
int size = width*height;
if (width <= 0 || height <= 0) continue;
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auto tex = GetTileTexture("", RawData, uint32_t(tiledata - tiles), width, height, anm);
AddTile(i, tex);
tiledata += size;
}
}
//===========================================================================
//
// CountTiles
//
// Returns the number of tiles provided by an artfile
//
//===========================================================================
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int CountTiles (const char *fn, const uint8_t *RawData)
{
int version = LittleLong(*(uint32_t *)RawData);
if (version != 1)
{
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initprintf("%s: Invalid art file version. Must be 1, got %d\n", fn, version);
return 0;
}
int tilestart = LittleLong(((uint32_t *)RawData)[2]);
int tileend = LittleLong(((uint32_t *)RawData)[3]);
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if ((unsigned)tilestart >= MAXUSERTILES || (unsigned)tileend >= MAXUSERTILES)
{
initprintf("%s: Invalid tilestart or tileend\n", fn);
return 0;
}
if (tileend < tilestart)
{
initprintf("%s: tileend < tilestart\n", fn);
return 0;
}
return tileend >= tilestart ? tileend - tilestart + 1 : 0;
}
//===========================================================================
//
// CloseAllMapArt
//
// Closes all per-map ART files
//
//===========================================================================
void BuildFiles::CloseAllMapArt()
{
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AllMapTiles.DeleteAndClear();
PerMapArtFiles.DeleteAndClear();
}
//===========================================================================
//
// LoadArtFile
//
// Returns the number of tiles found. Also loads all the data for
// R_InitBuildTiles() to process later.
//
// let's load everything into memory on startup.
// Even for Ion Fury this will merely add 60 MB, because the engine already needs to cache the data, albeit in a compressed-per-lump form,
// so its 100MB art file will only have a partial impact on memory.
//
//===========================================================================
int BuildFiles::LoadArtFile(const char *fn, bool mapart, int firsttile)
{
auto old = FindFile(fn);
if (old >= ArtFiles.Size()) // Do not process if already loaded.
{
FileReader fr = kopenFileReader(fn, 0);
if (fr.isOpen())
{
auto artdata = fr.Read();
const uint8_t *artptr = artdata.Data();
if (artdata.Size() > 16)
{
if (memcmp(artptr, "BUILDART", 8) == 0) artptr += 8;
// Only load the data if the header is present
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if (CountTiles(fn, artptr) > 0)
{
auto& descs = mapart ? PerMapArtFiles : ArtFiles;
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auto file = new BuildArtFile;
descs.Push(file);
file->filename = fn;
file->RawData = std::move(artdata);
AddTiles(firsttile, file->RawData, mapart);
}
}
}
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else
{
//initprintf("%s: file not found\n", fn);
return -1;
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}
}
else
{
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// Reuse the old one but move it to the top. (better not.)
//auto fd = std::move(ArtFiles[old]);
//ArtFiles.Delete(old);
//ArtFiles.Push(std::move(fd));
}
return 0;
}
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//==========================================================================
//
//
//
//==========================================================================
void BuildFiles::LoadArtSet(const char* filename)
{
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for (int index = 0; index < MAXARTFILES_BASE; index++)
{
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FStringf fn(filename, index);
LoadArtFile(fn, false);
}
}
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//==========================================================================
//
// Checks if a custom tile has alredy been added to the list.
// For each tile index there may only be one replacement and its
// type may never change!
//
//==========================================================================
FTexture* BuildFiles::ValidateCustomTile(int tilenum, int type)
{
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if (tilenum < 0 || tilenum >= MAXTILES) return nullptr;
if (tiles[tilenum] != tilesbak[tilenum]) return nullptr; // no mucking around with map tiles.
auto tile = tiles[tilenum];
if (tile && tile->GetUseType() == type) return tile; // already created
if (tile->GetUseType() > FTexture::Art) return nullptr; // different custom type - cannot replace again.
FTexture* replacement = nullptr;
if (type == FTexture::Writable)
{
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replacement = new FWritableTile;
}
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else if (type == FTexture::Restorable)
{
// This is for modifying an existing tile.
// It only gets used for the crosshair and two specific effects:
// A) the fire in Blood.
// B) the pin display in Redneck Rampage's bowling lanes.
if (tile->GetWidth() == 0 || tile->GetHeight() == 0) return nullptr; // The base must have a size for this to work.
// todo: invalidate hardware textures for tile.
replacement = new FRestorableTile(tile);
}
else return nullptr;
AddTile(tilenum, replacement);
return replacement;
}
//==========================================================================
//
// global interface
//
//==========================================================================
int32_t BuildFiles::artLoadFiles(const char* filename)
{
TileFiles.LoadArtSet(filename);
memset(gotpic, 0, sizeof(gotpic));
cacheInitBuffer(MAXCACHE1DSIZE);
return 0;
}
//==========================================================================
//
// Creates a tile for displaying custom content
//
//==========================================================================
uint8_t* BuildFiles::tileCreate(int tilenum, int width, int height)
{
if (width <= 0 || height <= 0) return nullptr;
auto tex = ValidateCustomTile(tilenum, FTexture::Writable);
if (tex == nullptr) return nullptr;
auto wtex = static_cast<FWritableTile*>(tex);
if (!wtex->Resize(width, height)) return nullptr;
return tex->GetWritableBuffer();
}
//==========================================================================
//
// Makes a tile writable - only used for a handful of special cases
// (todo: Investigate how to get rid of this)
//
//==========================================================================
uint8_t * BuildFiles::tileMakeWritable(int num)
{
auto tex = ValidateCustomTile(num, FTexture::Restorable);
return tex ? tex->GetWritableBuffer() : nullptr;
}
//==========================================================================
//
// Sets user content for a tile.
// This must copy the buffer to make sure that the renderer has the data,
// even if processing is deferred.
//
// Only used by the movie players.
//
//==========================================================================
void BuildFiles::tileSetExternal(int tilenum, int width, int height, uint8_t* data)
{
uint8_t* buffer = tileCreate(tilenum, width, height);
if (buffer) memcpy(buffer, data, width * height);
}
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//==========================================================================
//
// Returns checksum for a given tile
//
//==========================================================================
int32_t tileCRC(int tileNum)
{
if ((unsigned)tileNum >= (unsigned)MAXTILES) return 0;
auto tile = TileFiles.tiles[tileNum];
if (!tile ||tile->GetUseType() != FTexture::Art) return 0; // only consider original ART tiles.
auto pixels = tile->Get8BitPixels();
if (!pixels) return 0;
int size = tile->GetWidth() * tile->GetHeight();
if (size == 0) return 0;
return crc32(0, (const Bytef*)pixels, size);
}
//==========================================================================
//
// Import a tile from an external image.
// This has been signifcantly altered so it may not cover everything yet.
//
//==========================================================================
int tileImportFromTexture(const char* fn, int tilenum, int alphacut, int istexture)
{
FTexture* tex = TileFiles.GetTexture(fn);
if (tex == nullptr) return -1;
tex->alphaThreshold = 255 - alphacut;
int32_t xsiz = tex->GetWidth(), ysiz = tex->GetHeight();
if (xsiz <= 0 || ysiz <= 0)
return -2;
TileFiles.tiles[tilenum] = tex;
#pragma message("tileImportFromTexture needs rework!") // Reminder so that this place isn't forgotten.
//#if 0
// Does this make any difference when the texture gets *properly* inserted into the tile array?
//if (istexture)
hicsetsubsttex(tilenum, 0, fn, (float)(255 - alphacut) * (1.f / 255.f), 1.0f, 1.0f, 1.0, 1.0, 0); // At the moment this is the only way to load the texture. The texture creation code is not ready yet for downconverting an image.
//#endif
return 0;
}
//==========================================================================
//
// Copies a tile into another and optionally translates its palette.
//
//==========================================================================
void tileCopy(int tile, int source, int pal, int xoffset, int yoffset, int flags)
{
// Todo. Since I do not know if some mod needs this it's of low priority now.
// Let's get things working first.
picanm_t* picanm = nullptr;
picanm_t* sourceanm = nullptr;
if (pal == -1 && tile == source)
{
// Only modify the picanm info.
FTexture* tex = TileFiles.tiles[tile];
if (!tex) return;
picanm = &tex->PicAnim;
sourceanm = picanm;
}
else
{
if (source == -1) source = tile;
FTexture* tex = TileFiles.tiles[source];
if (!tex) return;
sourceanm = &tex->PicAnim;
TArray<uint8_t> buffer(tex->GetWidth() * tex->GetHeight(), true);
tex->Create8BitPixels(buffer.Data());
if (pal != -1)
{
auto remap = palookup[pal];
for (auto& pixel : buffer)
{
pixel = palookup[pal][pixel];
}
}
tex = new FLooseTile(buffer, tex->GetWidth(), tex->GetHeight());
picanm = &tex->PicAnim;
TileFiles.AddTile(tile, tex);
}
picanm->xofs = xoffset != -1024 ? clamp(xoffset, -128, 127) : sourceanm->xofs;
picanm->yofs = yoffset != -1024 ? clamp(yoffset, -128, 127) : sourceanm->yofs;
picanm->sf = (picanm->sf & ~PICANM_MISC_MASK) | (sourceanm->sf & PICANM_MISC_MASK) | flags;
}
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//==========================================================================
//
// Clear map specific ART
//
//==========================================================================
void artClearMapArt(void)
{
TileFiles.CloseAllMapArt();
memcpy(TileFiles.tiles, TileFiles.tilesbak, sizeof(TileFiles.tiles));
}
//==========================================================================
//
// Load map specfici ART
//
//==========================================================================
void artSetupMapArt(const char* filename)
{
artClearMapArt();
FStringf firstname("%s_00.art", filename);
auto fr = kopenFileReader(firstname, 0);
if (!fr.isOpen()) return;
for (bssize_t i = 0; i < MAXARTFILES_TOTAL - MAXARTFILES_BASE; i++)
{
FStringf fullname("%s_%02d.art", filename, i);
TileFiles.LoadArtFile(fullname, true);
}
}
//==========================================================================
//
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//
//
//==========================================================================
void tileDelete(int tile)
{
TileFiles.tiles[tile] = TileFiles.tilesbak[tile] = TileFiles.Placeholder;
vox_undefine(tile);
md_undefinetile(tile);
for (ssize_t i = MAXPALOOKUPS - 1; i >= 0; --i)
hicclearsubst(tile, i);
}
//==========================================================================
//
//
//
//==========================================================================
void tileSetDummy(int tile, int width, int height)
{
if (width == 0 || height == 0)
{
tileDelete(tile);
}
else if (width > 0 && height > 0)
{
auto dtile = new FDummyTile(width, height);
TileFiles.AddTile(tile, dtile);
}
}
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//==========================================================================
//
//
//
//==========================================================================
bool tileLoad(int tileNum)
{
if ((unsigned)tileNum >= MAXTILES) return false;
auto tex = TileFiles.tiles[tileNum];
if (!tex || tex->GetWidth() <= 0 || tex->GetHeight() <= 0) return false;
if (tex->Get8BitPixels()) return true;
tex->CacheLock = 199;
if (!tex->CacheHandle)
{
// Allocate storage if necessary.
int size = tex->GetWidth() * tex->GetHeight();
cacheAllocateBlock(&tex->CacheHandle, size, &tex->CacheLock);
tex->Create8BitPixels((uint8_t*)tex->CacheHandle);
}
return true;
}
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//==========================================================================
//
//
//
//==========================================================================
int BuildFiles::findUnusedTile(void)
{
static int lastUnusedTile = MAXUSERTILES - 1;
for (; lastUnusedTile >= 0; --lastUnusedTile)
{
auto tex = TileFiles.tiles[lastUnusedTile];
if (!tex || tex->GetWidth() <= 0 || tex->GetHeight() <= 0) return lastUnusedTile;
}
return -1;
}
int BuildFiles::tileCreateRotated(int tileNum)
{
if ((unsigned)tileNum >= MAXTILES) return tileNum;
auto tex = TileFiles.tiles[tileNum];
if (!tex || tex->GetWidth() <= 0 || tex->GetHeight() <= 0) return tileNum;
TArray<uint8_t> buffer(tex->GetWidth() * tex->GetHeight(), true);
tex->Create8BitPixels(buffer.Data());
TArray<uint8_t> dbuffer(tex->GetWidth() * tex->GetHeight(), true);
auto src = buffer.Data();
auto dst = dbuffer.Data();
// the engine has a squarerotatetile() we could call, but it mirrors at the same time
auto siz = tex->GetSize();
for (int x = 0; x < siz.x; ++x)
{
int xofs = siz.x - x - 1;
int yofs = siz.y * x;
for (int y = 0; y < siz.y; ++y)
*(dst + y * siz.x + xofs) = *(src + y + yofs);
}
auto dtex = new FLooseTile(dbuffer, tex->GetHeight(), tex->GetWidth());
int index = findUnusedTile();
bool mapart = TileFiles.tiles[tileNum] != TileFiles.tilesbak[tileNum];
TileFiles.AddTile(index, dtex, mapart);
return index;
}
void tileSetAnim(int tile, const picanm_t& anm)
{
}
//==========================================================================
//
//
//
//==========================================================================
FTexture* BuildFiles::GetTexture(const char* path)
{
auto res = textures.CheckKey(path);
if (res) return *res;
auto tex = FTexture::CreateTexture(path);
if (tex) textures.Insert(path, tex);
return tex;
}
//==========================================================================
//
//
//
//==========================================================================
void BuildFiles::CloseAll()
{
decltype(textures)::Iterator it(textures);
decltype(textures)::Pair* pair;
while (it.NextPair(pair)) delete pair->Value;
textures.Clear();
CloseAllMapArt();
ArtFiles.DeleteAndClear();
AllTiles.DeleteAndClear();
if (Placeholder) delete Placeholder;
Placeholder = nullptr;
}
TileSiz tilesiz;
PicAnm picanm;
PicSiz picsiz;