/* ** 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 "buildtiles.h" #include "image.h" #include "baselayer.h" #include "palette.h" #include "m_crc32.h" #include "build.h" #include "gamecontrol.h" #include "palettecontainer.h" #include "texturemanager.h" enum { MAXARTFILES_BASE = 200, MAXARTFILES_TOTAL = 220 }; BuildTiles TileFiles; //========================================================================== // // // //========================================================================== picanm_t tileConvertAnimFormat(int32_t const picanimraw, int* lo, int* to) { // Unpack a 4 byte packed anim descriptor into something more accessible picanm_t anm; anm.num = picanimraw & 63; *lo = (int8_t)((picanimraw >> 8) & 255); *to = (int8_t)((picanimraw >> 16) & 255); anm.sf = ((picanimraw >> 24) & 15) | (picanimraw & 192); anm.extra = (picanimraw >> 28) & 15; return anm; } //========================================================================== // // Base class for Build tile textures // This needs a few subclasses for different use cases. // //========================================================================== int FTileTexture::CopyPixels(FBitmap* bmp, int conversion) { TArray buffer; bmp->Create(Width, Height); auto ppix = GetRawData(); if (ppix) { bmp->CopyPixelData(0, 0, ppix, Width, Height, Height, 1, 0, GPalette.BaseColors); } return 0; } TArray FTileTexture::CreatePalettedPixels(int conversion) { TArray buffer(Width * Height, true); auto p = GetRawData(); if (p) memcpy(buffer.Data(), p, buffer.Size()); else memset(buffer.Data(), 0, buffer.Size()); return buffer; } //========================================================================== // // // //========================================================================== static FGameTexture* GetTileTexture(const char* name, const TArray& backingstore, uint32_t offset, int width, int height) { auto tex = new FArtTile(backingstore, offset, width, height); auto p = &backingstore[offset]; auto siz = width * height; for (int i = 0; i < siz; i++, p++) { // move transparent color to index 0 to get in line with the rest of the texture management. if (*p == 0) *p = 255; else if (*p == 255) *p = 0; } if (tex) { return MakeGameTexture(new FImageTexture(tex), name, ETextureType::Any); } return nullptr; } void BuildTiles::Init() { Placeholder = TexMan.GameByIndex(0); for (auto& tile : tiledata) { tile.texture = Placeholder; tile.backup = Placeholder; tile.picanm = {}; tile.RotTile = { -1,-1 }; tile.replacement = ReplacementType::Art; tile.alphaThreshold = 0.5; } } //========================================================================== // // // //========================================================================== void BuildTiles::AddTile(int tilenum, FGameTexture* tex, bool permap) { assert(!tex->GetID().isValid()); // must not be added yet. TexMan.AddGameTexture(tex); tiledata[tilenum].texture = tex; if (!permap) tiledata[tilenum].backup = tex; } //=========================================================================== // // AddTiles // // Adds all the tiles in an artfile to the texture manager. // //=========================================================================== void BuildTiles::AddTiles (int firsttile, TArray& RawData, const char *mapname) { const uint8_t *tiles = RawData.Data(); // int numtiles = LittleLong(((uint32_t *)tiles)[1]); // This value is not reliable 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]; 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; FString texname; if (mapname) texname.Format("maptile_%s_%05d", mapname, i); else texname.Format("#%05d", i); auto tex = GetTileTexture(texname, RawData, uint32_t(tiledata - tiles), width, height); AddTile(i, tex); int leftoffset, topoffset; this->tiledata[i].picanmbackup = this->tiledata[i].picanm = tileConvertAnimFormat(anm, &leftoffset, &topoffset); tex->SetOffsets(leftoffset, topoffset); tiledata += size; } } //=========================================================================== // // Replacement textures // //=========================================================================== void BuildTiles::AddReplacement(int picnum, const HightileReplacement& replace) { auto& Hightiles = tiledata[picnum].Hightiles; for (auto& ht : Hightiles) { if (replace.palnum == ht.palnum && (replace.faces[1] == nullptr) == (ht.faces[1] == nullptr)) { ht = replace; return; } } Hightiles.Push(replace); } void BuildTiles::DeleteReplacement(int picnum, int palnum) { auto& Hightiles = tiledata[picnum].Hightiles; for (int i = Hightiles.Size() - 1; i >= 0; i--) { if (Hightiles[i].palnum == palnum) Hightiles.Delete(i); } } //=========================================================================== // // // //=========================================================================== HightileReplacement* BuildTiles::FindReplacement(int picnum, int palnum, bool skybox) { auto& Hightiles = tiledata[picnum].Hightiles; for (;;) { for (auto& rep : Hightiles) { if (rep.palnum == palnum && (rep.faces[1] != nullptr) == skybox) return &rep; } if (!palnum || palnum >= MAXPALOOKUPS - RESERVEDPALS) break; palnum = 0; } return nullptr; // no replacement found } //=========================================================================== // // CountTiles // // Returns the number of tiles provided by an artfile // //=========================================================================== int CountTiles (const char *fn, const uint8_t *RawData) { int version = LittleLong(*(uint32_t *)RawData); if (version != 1) { Printf("%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]); if ((unsigned)tilestart >= MAXUSERTILES || (unsigned)tileend >= MAXUSERTILES) { Printf("%s: Invalid tilestart or tileend\n", fn); return 0; } if (tileend < tilestart) { Printf("%s: tileend < tilestart\n", fn); return 0; } return tileend >= tilestart ? tileend - tilestart + 1 : 0; } //=========================================================================== // // InvalidateTile // //=========================================================================== void BuildTiles::InvalidateTile(int num) { if ((unsigned) num < MAXTILES) { auto tex = tiledata[num].texture; tex->GetTexture()->SystemTextures.Clean(); for (auto &rep : tiledata[num].Hightiles) { for (auto &reptex : rep.faces) { if (reptex) reptex->GetTexture()->SystemTextures.Clean(); } } tiledata[num].rawCache.data.Clear(); } } //=========================================================================== // // MakeCanvas // // Turns texture into a canvas (i.e. camera texture) // //=========================================================================== void BuildTiles::MakeCanvas(int tilenum, int width, int height) { auto canvas = ValidateCustomTile(tilenum, ReplacementType::Canvas); canvas->SetSize(width, height); } //=========================================================================== // // LoadArtFile // // Returns the number of tiles found. // // let's load everything into memory on startup. // Even for Ion Fury this will merely add 80 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 BuildTiles::LoadArtFile(const char *fn, const char *mapname, int firsttile) { auto old = FindFile(fn); if (old >= ArtFiles.Size()) // Do not process if already loaded. { FileReader fr = fileSystem.OpenFileReader(fn); if (fr.isOpen()) { auto artdata = fr.Read(); const uint8_t *artptr = artdata.Data(); if (artdata.Size() > 16) { if (memcmp(artptr, "BUILDART", 8) == 0) { artdata.Delete(0, 8); } // Only load the data if the header is present if (CountTiles(fn, artptr) > 0) { auto file = new BuildArtFile; ArtFiles.Push(file); file->filename = fn; file->RawData = std::move(artdata); AddTiles(firsttile, file->RawData, mapname); } } } else { //Printf("%s: file not found\n", fn); return -1; } } return 0; } //========================================================================== // // // //========================================================================== void BuildTiles::LoadArtSet(const char* filename) { for (int index = 0; index < MAXARTFILES_BASE; index++) { FStringf fn(filename, index); LoadArtFile(fn, nullptr); } for (auto& addart : addedArt) { LoadArtFile(addart, nullptr); } } //========================================================================== // // 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! // // All these uses will need some review further down the line so that the texture manager's content is immutable. // //========================================================================== FGameTexture* BuildTiles::ValidateCustomTile(int tilenum, ReplacementType type) { if (tilenum < 0 || tilenum >= MAXTILES) return nullptr; auto &td = tiledata[tilenum]; if (td.texture != td.backup) return nullptr; // no mucking around with map tiles. auto tile = td.texture; auto reptype = td.replacement; if (reptype == type) return tile; // already created if (reptype > ReplacementType::Art) return nullptr; // different custom type - cannot replace again. FTexture* replacement = nullptr; if (type == ReplacementType::Writable) { // Creates an empty writable tile. // Current use cases are: // Camera textures (should be made to be creatable by the hardware renderer instead of falling back on the software renderer.) // thumbnails for savegame and loadgame (should bypass the texture manager entirely.) // view tilting in the software renderer (this should just use a local buffer instead of relying on the texture manager.) // Movie playback (like thumbnails this should bypass the texture manager entirely.) // Blood's 'lens' effect (apparently MP only) - combination of a camera texture with a distortion map - should be made a shader effect to be applied to the camera texture. replacement = new FImageTexture(new FWritableTile); } else if (type == ReplacementType::Restorable) { // This is for modifying an existing tile. // It only gets used for the crosshair and a few specific effects: // A) the fire in Blood. // B) the pin display in Redneck Rampage's bowling lanes. // C) Exhumed's menu plus one special effect tile. // All of these effects should probably be redone without actual texture hacking... if (tile->GetTexelWidth() == 0 || tile->GetTexelHeight() == 0) return nullptr; // The base must have a size for this to work. // todo: invalidate hardware textures for tile. replacement = new FImageTexture(new FRestorableTile(tile->GetTexture()->GetImage())); } else if (type == ReplacementType::Canvas) { replacement = new FCanvasTexture(0, 0); } else return nullptr; auto reptex = MakeGameTexture(replacement, "", ETextureType::Any); AddTile(tilenum, reptex); return reptex; } //========================================================================== // // global interface // //========================================================================== int32_t BuildTiles::artLoadFiles(const char* filename) { TileFiles.LoadArtSet(filename); memset(gotpic, 0, sizeof(gotpic)); return 0; } //========================================================================== // // Creates a tile for displaying custom content // //========================================================================== uint8_t* BuildTiles::tileCreate(int tilenum, int width, int height) { if (width <= 0 || height <= 0) return nullptr; auto tex = ValidateCustomTile(tilenum, ReplacementType::Writable); if (tex == nullptr) return nullptr; auto wtex = static_cast(tex->GetTexture()->GetImage()); if (!wtex->ResizeImage(width, height)) return nullptr; tex->SetSize(width, height); return wtex->GetRawData(); } //========================================================================== // // Makes a tile writable - only used for a handful of special cases // (todo: Investigate how to get rid of this) // //========================================================================== uint8_t* BuildTiles::tileMakeWritable(int num) { auto tex = ValidateCustomTile(num, ReplacementType::Restorable); auto wtex = static_cast(tex->GetTexture()->GetImage()); return wtex ? wtex->GetRawData() : nullptr; } //========================================================================== // // Processes data from .def files into the textures // //========================================================================== void BuildTiles::PostLoadSetup() { for (auto& tile : tiledata) { FGameTexture* detailTex = nullptr, * glowTex = nullptr, * normalTex = nullptr, *specTex = nullptr; float scalex = 1.f, scaley = 1.f; for (auto& rep : tile.Hightiles) { if (rep.palnum == GLOWPAL) { glowTex = rep.faces[0]; } if (rep.palnum == NORMALPAL) { normalTex = rep.faces[0]; } if (rep.palnum == SPECULARPAL) { specTex = rep.faces[0]; } if (rep.palnum == DETAILPAL) { detailTex = rep.faces[0]; scalex = rep.scale.x; scaley = rep.scale.y; } } if (!detailTex && !glowTex && !normalTex && !specTex) continue; // if there's no layers there's nothing to do. for (auto& rep : tile.Hightiles) { if (rep.faces[1]) continue; // do not muck around with skyboxes (yet) if (rep.palnum < NORMALPAL) { auto tex = rep.faces[0]; // Make a copy so that multiple appearances of the same texture can be handled. They will all refer to the same internal texture anyway. tex = MakeGameTexture(tex->GetTexture(), "", ETextureType::Any); tex->SetGlowmap(glowTex->GetTexture()); tex->SetDetailmap(detailTex->GetTexture()); tex->SetNormalmap(normalTex->GetTexture()); tex->SetSpecularmap(specTex->GetTexture()); tex->SetDetailScale(scalex, scaley); rep.faces[0] = tex; } } } } //========================================================================== // // Returns checksum for a given tile // //========================================================================== int32_t tileGetCRC32(int tileNum) { if ((unsigned)tileNum >= (unsigned)MAXTILES) return 0; auto tile = dynamic_cast(TileFiles.tiledata[tileNum].texture->GetTexture()->GetImage()); // only consider original ART tiles. if (!tile) return 0; auto pixels = tile->GetRawData(); if (!pixels) return 0; auto size = tile->GetWidth() * tile->GetHeight(); if (size == 0) return 0; // Temporarily revert the data to its original form with 255 being transparent. Otherwise the CRC won't match. auto p = pixels; for (int i = 0; i < size; i++, p++) { // move transparent color to index 0 to get in line with the rest of the texture management. if (*p == 0) *p = 255; else if (*p == 255) *p = 0; } auto crc = crc32(0, (const Bytef*)pixels, size); // ... and back again. p = pixels; for (int i = 0; i < size; i++, p++) { // move transparent color to index 0 to get in line with the rest of the texture management. if (*p == 0) *p = 255; else if (*p == 255) *p = 0; } return crc; } //========================================================================== // // 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) { FTextureID texid = TexMan.CheckForTexture(fn, ETextureType::Any); if (!texid.isValid()) return -1; auto tex = TexMan.GetGameTexture(texid); int32_t xsiz = tex->GetTexelWidth(), ysiz = tex->GetTexelHeight(); if (xsiz <= 0 || ysiz <= 0) return -2; TileFiles.tiledata[tilenum].texture = 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? Answer: Yes, it affects how translations affect it. //if (istexture) tileSetHightileReplacement(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; int srcxo, srcyo; FGameTexture* tex; if (pal == -1 && tile == source) { // Only modify the picanm info. tex = tileGetTexture(tile); if (!tex) return; picanm = &TileFiles.tiledata[tile].picanm; sourceanm = picanm; srcxo = tex->GetTexelLeftOffset(0); srcyo = tex->GetTexelTopOffset(0); } else { if (source == -1) source = tile; tex = tileGetTexture(source); if (!tex) return; sourceanm = &TileFiles.tiledata[source].picanm; srcxo = tex->GetTexelLeftOffset(0); srcyo = tex->GetTexelTopOffset(0); TArray buffer = tex->GetTexture()->Get8BitPixels(false); if (pal != -1) { auto remap = lookups.getTable(pal); for (auto& pixel : buffer) { pixel = remap[pixel]; } } tex = MakeGameTexture(new FImageTexture(new FLooseTile(buffer, tex->GetTexelWidth(), tex->GetTexelHeight())), "", ETextureType::Any); picanm = &TileFiles.tiledata[tile].picanm; TileFiles.AddTile(tile, tex); } if (xoffset != -1024) srcxo = clamp(xoffset, -128, 127); if (yoffset != -1024) srcyo = clamp(yoffset, -128, 127); tex->SetOffsets(srcxo, srcyo); picanm->sf = (picanm->sf & ~PICANM_MISC_MASK) | (sourceanm->sf & PICANM_MISC_MASK) | flags; } //========================================================================== // // Clear map specific ART // //========================================================================== void artClearMapArt(void) { for (auto& td : TileFiles.tiledata) { td.texture = td.backup; td.picanm = td.picanmbackup; } TileFiles.SetupReverseTileMap(); } //========================================================================== // // Load map specficied ART // //========================================================================== static FString currentMapArt; void artSetupMapArt(const char* filename) { if (currentMapArt.CompareNoCase(filename)) return; currentMapArt = filename; artClearMapArt(); FString lcfilename = filename; lcfilename.MakeLower(); // Re-get from the texture manager if this map's tiles have already been created. if (TileFiles.maptilesadded.Find(lcfilename) < TileFiles.maptilesadded.Size()) { for (int i = 0; i < MAXTILES; i++) { FStringf name("maptile_%s_%05d", lcfilename.GetChars(), i); auto texid = TexMan.CheckForTexture(name, ETextureType::Any); if (texid.isValid()) { TileFiles.tiledata[i].texture = TexMan.GetGameTexture(texid); } } return; } TileFiles.maptilesadded.Push(lcfilename); FStringf firstname("%s_00.art", lcfilename.GetChars()); auto fr = fileSystem.OpenFileReader(firstname); if (!fr.isOpen()) return; for (auto& td : TileFiles.tiledata) { td.picanmbackup = td.picanm; } for (bssize_t i = 0; i < MAXARTFILES_TOTAL - MAXARTFILES_BASE; i++) { FStringf fullname("%s_%02d.art", filename, i); TileFiles.LoadArtFile(fullname, filename); } TileFiles.SetupReverseTileMap(); } //========================================================================== // // // //========================================================================== void tileDelete(int tile) { TileFiles.TextureToTile.Remove(tileGetTexture(tile)); TileFiles.tiledata[tile].texture = TileFiles.tiledata[tile].backup = TexMan.GameByIndex(0); vox_undefine(tile); md_undefinetile(tile); tileRemoveReplacement(tile); } //========================================================================== // // // //========================================================================== void tileRemoveReplacement(int tile) { if ((unsigned)tile >= MAXTILES) return; TileFiles.DeleteReplacements(tile); } //========================================================================== // // // //========================================================================== void tileSetDummy(int tile, int width, int height) { if (width == 0 || height == 0) { tileDelete(tile); } else if (width > 0 && height > 0) { auto dtile = MakeGameTexture(new FImageTexture(new FDummyTile(width, height)), "", ETextureType::Any); TileFiles.AddTile(tile, dtile); } } //========================================================================== // // // //========================================================================== int BuildTiles::findUnusedTile(void) { static int lastUnusedTile = MAXUSERTILES - 1; for (; lastUnusedTile >= 0; --lastUnusedTile) { auto tex = tileGetTexture(lastUnusedTile); if (!tex || !tex->isValid()) return lastUnusedTile; } return -1; } //========================================================================== // // fixme: This *really* needs to be done by rotating the texture coordinates, // not by creating an entirely new texture. // Unfortunately it's in all the wrong place in the rendering code so it // has to wait for later. // //========================================================================== int BuildTiles::tileCreateRotated(int tileNum) { if ((unsigned)tileNum >= MAXTILES) return tileNum; auto tex = tileGetTexture(tileNum); if (!tex || tex->GetTexelWidth() <= 0 || tex->GetTexelHeight() <= 0) return tileNum; TArray buffer = tex->GetTexture()->Get8BitPixels(false); TArray dbuffer(tex->GetTexelWidth() * tex->GetTexelHeight(), true); auto src = buffer.Data(); auto dst = dbuffer.Data(); auto width = tex->GetTexelWidth(); auto height = tex->GetTexelHeight(); for (int x = 0; x < width; ++x) { int xofs = width - x - 1; int yofs = height * x; for (int y = 0; y < height; ++y) *(dst + y * width + xofs) = *(src + y + yofs); } auto dtex = MakeGameTexture(new FImageTexture(new FLooseTile(dbuffer, tex->GetTexelHeight(), tex->GetTexelWidth())), "", ETextureType::Any); int index = findUnusedTile(); bool mapart = TileFiles.tiledata[tileNum].texture != TileFiles.tiledata[tileNum].backup; TileFiles.AddTile(index, dtex, mapart); return index; } //========================================================================== // // // //========================================================================== void BuildTiles::CloseAll() { ArtFiles.DeleteAndClear(); } //========================================================================== // // Specifies a replacement texture for an ART tile. // //========================================================================== int tileSetHightileReplacement(int picnum, int palnum, const char* filename, float alphacut, float xscale, float yscale, float specpower, float specfactor, uint8_t flags) { if ((uint32_t)picnum >= (uint32_t)MAXTILES) return -1; if ((uint32_t)palnum >= (uint32_t)MAXPALOOKUPS) return -1; auto tex = tileGetTexture(picnum); if (tex->GetTexelWidth() <= 0 || tex->GetTexelHeight() <= 0) { Printf("Warning: defined hightile replacement for empty tile %d.", picnum); return -1; // cannot add replacements to empty tiles, must create one beforehand } HightileReplacement replace = {}; FTextureID texid = TexMan.CheckForTexture(filename, ETextureType::Any); if (!texid.isValid()) { Printf("%s: Replacement for tile %d does not exist or is invalid\n", filename, picnum); return -1; } replace.faces[0] = TexMan.GetGameTexture(texid); if (replace.faces[0] == nullptr) replace.alphacut = min(alphacut,1.f); replace.scale = { xscale, yscale }; replace.specpower = specpower; // currently unused replace.specfactor = specfactor; // currently unused replace.flags = flags; replace.palnum = (uint16_t)palnum; TileFiles.AddReplacement(picnum, replace); return 0; } //========================================================================== // // Define the faces of a skybox // //========================================================================== int tileSetSkybox(int picnum, int palnum, const char **facenames, int flags ) { if ((uint32_t)picnum >= (uint32_t)MAXTILES) return -1; if ((uint32_t)palnum >= (uint32_t)MAXPALOOKUPS) return -1; auto tex = tileGetTexture(picnum); if (tex->GetTexelWidth() <= 0 || tex->GetTexelHeight() <= 0) { Printf("Warning: defined skybox replacement for empty tile %d.", picnum); return -1; // cannot add replacements to empty tiles, must create one beforehand } HightileReplacement replace = {}; for (auto &face : replace.faces) { FTextureID texid = TexMan.CheckForTexture(*facenames, ETextureType::Any); if (!texid.isValid()) { Printf("%s: Skybox image for tile %d does not exist or is invalid\n", *facenames, picnum); return -1; } face = TexMan.GetGameTexture(texid); } replace.flags = flags; replace.palnum = (uint16_t)palnum; TileFiles.AddReplacement(picnum, replace); return 0; } //========================================================================== // // Remove a replacement // //========================================================================== int tileDeleteReplacement(int picnum, int palnum) { if ((uint32_t)picnum >= (uint32_t)MAXTILES) return -1; if ((uint32_t)palnum >= (uint32_t)MAXPALOOKUPS) return -1; TileFiles.DeleteReplacement(picnum, palnum); return 0; } //========================================================================== // // Copy a block of a tile. // Only used by RR's bowling lane. // //========================================================================== void tileCopySection(int tilenum1, int sx1, int sy1, int xsiz, int ysiz, int tilenum2, int sx2, int sy2) { int xsiz1 = tileWidth(tilenum1); int ysiz1 = tileHeight(tilenum1); int xsiz2 = tileWidth(tilenum2); int ysiz2 = tileHeight(tilenum2); if (xsiz1 > 0 && ysiz1 > 0 && xsiz2 > 0 && ysiz2 > 0) { auto p1 = tilePtr(tilenum1); auto p2 = tileData(tilenum2); if (p2 == nullptr) return; // Error: Destination is not writable. int x1 = sx1; int x2 = sx2; for (int i=0; i= 0 && y2 >= 0 && x2 < xsiz2 && y2 < ysiz2) { auto src = p1[x1 * ysiz1 + y1]; if (src != TRANSPARENT_INDEX) p2[x2 * ysiz2 + y2] = src; } y1++; y2++; if (y1 >= ysiz1) y1 = 0; } x1++; x2++; if (x1 >= xsiz1) x1 = 0; } } TileFiles.InvalidateTile(tilenum2); } //=========================================================================== // // Picks a texture for rendering for a given tilenum/palette combination // //=========================================================================== // Test CVARs. CVAR(Int, fixpalette, -1, 0) CVAR(Int, fixpalswap, -1, 0) bool PickTexture(int picnum, FGameTexture* tex, int paletteid, TexturePick& pick) { if (!tex) tex = tileGetTexture(picnum); if (picnum == -1) picnum = TileFiles.GetTileIndex(tex); // Allow getting replacements also when the texture is not passed by its tile number. if (!tex->isValid() || tex->GetTexelWidth() <= 0 || tex->GetTexelHeight() <= 0) return false; pick.texture = tex; int curbasepal = GetTranslationType(paletteid) - Translation_Remap; int palette = GetTranslationIndex(paletteid); int usepalette = fixpalette >= 0 ? fixpalette : curbasepal; int usepalswap = fixpalswap >= 0 ? fixpalswap : palette; int TextureType = hw_int_useindexedcolortextures && picnum >= 0 ? TT_INDEXED : TT_TRUECOLOR; pick.translation = TRANSLATION(usepalette + Translation_Remap, usepalswap); pick.basepalTint = 0xffffff; auto& h = lookups.tables[palette]; bool applytint = false; // Canvas textures must be treated like hightile replacements in the following code. if (picnum < 0) picnum = TileFiles.GetTileIndex(tex); // Allow getting replacements also when the texture is not passed by its tile number. auto rep = (picnum >= 0 && hw_hightile && !(h.tintFlags & TINTF_ALWAYSUSEART)) ? TileFiles.FindReplacement(picnum, palette) : nullptr; if (rep || tex->GetTexture()->isHardwareCanvas()) { if (usepalette != 0) { // This is a global setting for the entire scene, so let's do it here, right at the start. (Fixme: Store this in a static table instead of reusing the same entry for all palettes.) auto& hh = lookups.tables[MAXPALOOKUPS - 1]; // This sets a tinting color for global palettes, e.g. water or slime - only used for hires replacements (also an option for low-resource hardware where duplicating the textures may be problematic.) pick.basepalTint = hh.tintColor; } if (rep) { tex = rep->faces[0]; } if (!rep || rep->palnum != palette || (h.tintFlags & TINTF_APPLYOVERALTPAL)) applytint = true; pick.translation = 0; } else { // Only look up the palette if we really want to use it (i.e. when creating a true color texture of an ART tile.) if (TextureType == TT_TRUECOLOR) { if (h.tintFlags & (TINTF_ALWAYSUSEART | TINTF_USEONART)) { applytint = true; if (!(h.tintFlags & TINTF_APPLYOVERPALSWAP)) usepalswap = 0; } pick.translation = TRANSLATION(usepalette + Translation_Remap, usepalswap); } else pick.translation |= 0x80000000; } if (applytint && h.tintFlags) { pick.tintFlags = h.tintFlags; pick.tintColor = h.tintColor; } else { pick.tintFlags = -1; pick.tintColor = 0xffffff; } return true; } TileSiz tilesiz; PicAnm picanm;