- Build texture work. Currently broken.

This commit is contained in:
Christoph Oelckers 2018-03-19 20:02:38 +01:00
parent f4d9ad1123
commit 04b8a12ca4
7 changed files with 163 additions and 143 deletions

View file

@ -280,6 +280,8 @@ bool FZipFile::Open(bool quiet)
}
}
}
// If it ran through the list without finding anything it should not attempt any path remapping.
if (!foundspeciallump) name0 = "";
dirptr = (char*)directory;
lump_p = Lumps;

View file

@ -39,8 +39,13 @@
#include "templates.h"
#include "cmdlib.h"
#include "st_start.h"
#include "colormatcher.h"
#include "bitmap.h"
#include "textures/textures.h"
#include "r_data/sprites.h"
#include "r_data/r_translate.h"
#include "resourcefiles/resourcefile.h"
//==========================================================================
//
@ -51,11 +56,15 @@
class FBuildTexture : public FWorldTexture
{
public:
FBuildTexture (int tilenum, const uint8_t *pixels, int width, int height, int left, int top);
uint8_t *MakeTexture(FRenderStyle style) override { return const_cast<uint8_t*>(Pixels); } // This is only to make it compile for now and will be changed later.
FBuildTexture (const FString &pathprefix, int tilenum, const uint8_t *pixels, int translation, int width, int height, int left, int top);
uint8_t *MakeTexture(FRenderStyle style) override;
int CopyTrueColorPixels(FBitmap *bmp, int x, int y, int rotate, FCopyInfo *inf = NULL) override;
bool UseBasePalette() override { return false; }
FTextureFormat GetFormat() override { return TEX_RGB; }
protected:
const uint8_t *Pixels;
const uint8_t *RawPixels;
int Translation;
};
@ -65,8 +74,8 @@ protected:
//
//==========================================================================
FBuildTexture::FBuildTexture (int tilenum, const uint8_t *pixels, int width, int height, int left, int top)
: Pixels (pixels)
FBuildTexture::FBuildTexture(const FString &pathprefix, int tilenum, const uint8_t *pixels, int translation, int width, int height, int left, int top)
: RawPixels (pixels), Translation(translation)
{
PixelsAreStatic = 3;
Width = width;
@ -74,8 +83,29 @@ FBuildTexture::FBuildTexture (int tilenum, const uint8_t *pixels, int width, int
LeftOffset = left;
TopOffset = top;
CalcBitSize ();
Name.Format("BTIL%04d", tilenum);
UseType = TEX_Build;
Name.Format("%sBTIL%04d", pathprefix.GetChars(), tilenum);
UseType = TEX_Override;
PixelsAreStatic = 3; // test
}
uint8_t *FBuildTexture::MakeTexture(FRenderStyle style)
{
auto Pixels = new uint8_t[Width * Height];
auto Remap = translationtables[TRANSLATION_Standard][Translation];
for (int i = 0; i < Width*Height; i++)
{
auto c = RawPixels[i];
Pixels[i] = c;// (style.Flags & STYLEF_RedIsAlpha) ? Remap->Palette[c].r : Remap->Remap[c];
}
return (uint8_t*)RawPixels;
}
int FBuildTexture::CopyTrueColorPixels(FBitmap *bmp, int x, int y, int rotate, FCopyInfo *inf)
{
auto Remap = translationtables[TRANSLATION_Standard][Translation]->Palette;
bmp->CopyPixelData(x, y, RawPixels, Width, Height, Height, 1, rotate, Remap, inf);
return 0;
}
//===========================================================================
@ -86,15 +116,16 @@ FBuildTexture::FBuildTexture (int tilenum, const uint8_t *pixels, int width, int
//
//===========================================================================
void FTextureManager::AddTiles (void *tiles)
void FTextureManager::AddTiles (const FString &pathprefix, const void *tiles, int translation)
{
// int numtiles = LittleLong(((uint32_t *)tiles)[1]); // This value is not reliable
int tilestart = LittleLong(((uint32_t *)tiles)[2]);
int tileend = LittleLong(((uint32_t *)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];
uint8_t *tiledata = (uint8_t *)&picanm[tileend - tilestart + 1];
const uint8_t *tiledata = (const uint8_t *)&picanm[tileend - tilestart + 1];
for (int i = tilestart; i <= tileend; ++i)
{
@ -110,15 +141,11 @@ void FTextureManager::AddTiles (void *tiles)
if (width <= 0 || height <= 0) continue;
tex = new FBuildTexture (i, tiledata, width, height, xoffs, yoffs);
tex = new FBuildTexture (pathprefix, i, tiledata, translation, width, height, xoffs, yoffs);
texnum = AddTexture (tex);
while (size > 0)
{
*tiledata = 255 - *tiledata;
tiledata++;
size--;
}
StartScreen->Progress();
// reactivate only if the texture counter works here.
//StartScreen->Progress();
if ((picanm[pic] & 63) && (picanm[pic] & 192))
{
@ -192,7 +219,7 @@ void FTextureManager::AddTiles (void *tiles)
//
//===========================================================================
int FTextureManager::CountTiles (void *tiles)
static int CountTiles (const void *tiles)
{
int version = LittleLong(*(uint32_t *)tiles);
if (version != 1)
@ -206,6 +233,60 @@ int FTextureManager::CountTiles (void *tiles)
return tileend >= tilestart ? tileend - tilestart + 1 : 0;
}
//===========================================================================
//
// Create palette data and remap table for the tile set's palette
//
//===========================================================================
static int BuildPaletteTranslation(int lump)
{
if (Wads.LumpLength(lump) < 768)
{
return false;
}
FMemLump data = Wads.ReadLump(lump);
const uint8_t *ipal = (const uint8_t *)data.GetMem();
FRemapTable opal;
bool blood = false;
for (int c = 0; c < 765; c++) // Build used VGA palettes (color values 0..63), Blood used full palettes (0..255) Let's hope this doesn't screw up...
{
if (ipal[c] >= 64)
{
blood = true;
break;
}
}
for (int c = 0; c < 255; c++)
{
int r, g, b;
if (!blood)
{
r = (ipal[3*c ] << 2) | (ipal[3 * c ] >> 4);
g = (ipal[3*c + 1] << 2) | (ipal[3 * c + 1] >> 4);
b = (ipal[3*c + 2] << 2) | (ipal[3 * c + 2] >> 4);
}
else
{
r = ipal[3 * c] << 2;
g = ipal[3 * c + 1] << 2;
b = ipal[3 * c + 2] << 2;
}
opal.Palette[c] = PalEntry(r, g, b, 255);
opal.Remap[c] = ColorMatcher.Pick(r, g, b);
}
// The last entry is transparent.
opal.Palette[255] = 0;
opal.Remap[255] = 0;
// Store the remap table in the translation manager so that we do not need to keep track of it ourselves.
// Slot 0 for internal translations is a convenient location because normally it only contains a small number of translations.
return GetTranslationType(opal.StoreTranslation(TRANSLATION_Standard));
}
//===========================================================================
//
// R_CountBuildTiles
@ -215,98 +296,59 @@ int FTextureManager::CountTiles (void *tiles)
//
//===========================================================================
int FTextureManager::CountBuildTiles ()
void FTextureManager::InitBuildTiles()
{
int numartfiles = 0;
char artfile[] = "tilesXXX.art";
int lumpnum;
int numtiles;
int totaltiles = 0;
lumpnum = Wads.CheckNumForFullName ("blood.pal");
if (lumpnum >= 0)
// The search rules are as follows:
// - scan the entire lump directory for palette.dat files.
// - if one is found, process the directory for .ART files and add textures for them.
// - once all have been found, process all directories that may contain Build data.
// - the root is not excluded which allows to read this from .GRP files as well.
// - Blood support has been removed because it is not useful for modding to have loose .ART files.
//
// Unfortunately neither the palettes nor the .ART files contain any usable identifying marker
// so this can only go by the file names.
int numlumps = Wads.GetNumLumps();
for (int i = 0; i < numlumps; i++)
{
// Blood's tiles are external resources. (Why did they do it like that?)
FString rffpath = Wads.GetWadFullName (Wads.GetLumpFile (lumpnum));
int slashat = rffpath.LastIndexOf ('/');
if (slashat >= 0)
const char *name = Wads.GetLumpFullName(i);
if (Wads.CheckNumForFullName(name) != i) continue; // This palette is hidden by a later one. Do not process
FString base = ExtractFileBase(name, true);
base.ToLower();
if (base.Compare("palette.dat") == 0 && Wads.LumpLength(i) >= 768) // must be a valid palette, i.e. at least 256 colors.
{
rffpath.Truncate (slashat + 1);
}
else
{
rffpath += '/';
}
FString path = ExtractFilePath(name);
if (path.IsNotEmpty() && path.Back() != '/') path += '/';
for (; numartfiles < 1000; numartfiles++)
{
artfile[5] = numartfiles / 100 + '0';
artfile[6] = numartfiles / 10 % 10 + '0';
artfile[7] = numartfiles % 10 + '0';
FString artpath = rffpath;
artpath += artfile;
FileReader fr;
if (!fr.OpenFile(artpath))
int translation = BuildPaletteTranslation(i);
for (int numartfiles = 0; numartfiles < 1000; numartfiles++)
{
break;
}
FStringf artpath("%stiles%03d.art", path.GetChars(), numartfiles);
// only read from the same source as the palette.
// The entire format here is just too volatile to allow liberal mixing.
// An .ART set must be treated as one unit.
lumpnum = Wads.CheckNumForFullName(artpath, Wads.GetLumpFile(i));
if (lumpnum < 0)
{
break;
}
auto len = fr.GetLength();
uint8_t *art = new uint8_t[len];
if (fr.Read (art, len) != len || (numtiles = CountTiles(art)) == 0)
{
delete[] art;
}
else
{
BuildTileFiles.Push (art);
totaltiles += numtiles;
BuildTileData.Reserve(1);
auto &artdata = BuildTileData.Last();
artdata.Resize(Wads.LumpLength(lumpnum));
Wads.ReadLump(lumpnum, &artdata[0]);
if ((numtiles = CountTiles(&artdata[0])) > 0)
{
AddTiles(path, &artdata[0], translation);
totaltiles += numtiles;
}
}
}
}
for (; numartfiles < 1000; numartfiles++)
{
artfile[5] = numartfiles / 100 + '0';
artfile[6] = numartfiles / 10 % 10 + '0';
artfile[7] = numartfiles % 10 + '0';
lumpnum = Wads.CheckNumForFullName (artfile);
if (lumpnum < 0)
{
break;
}
uint8_t *art = new uint8_t[Wads.LumpLength (lumpnum)];
Wads.ReadLump (lumpnum, art);
if ((numtiles = CountTiles(art)) == 0)
{
delete[] art;
}
else
{
BuildTileFiles.Push (art);
totaltiles += numtiles;
}
}
return totaltiles;
}
//===========================================================================
//
// R_InitBuildTiles
//
// [RH] Support Build tiles!
//
//===========================================================================
void FTextureManager::InitBuildTiles ()
{
for (unsigned int i = 0; i < BuildTileFiles.Size(); ++i)
{
AddTiles (BuildTileFiles[i]);
}
}

View file

@ -137,12 +137,7 @@ void FTextureManager::DeleteAll()
}
}
mAnimatedDoors.Clear();
for (unsigned int i = 0; i < BuildTileFiles.Size(); ++i)
{
delete[] BuildTileFiles[i];
}
BuildTileFiles.Clear();
BuildTileData.Clear();
}
//==========================================================================
@ -982,8 +977,7 @@ void FTextureManager::Init()
{
DeleteAll();
SpriteFrames.Clear();
// Init Build Tile data if it hasn't been done already
if (BuildTileFiles.Size() == 0) CountBuildTiles ();
//if (BuildTileFiles.Size() == 0) CountBuildTiles ();
FTexture::InitGrayMap();
// Texture 0 is a dummy texture used to indicate "no texture"
@ -1131,7 +1125,7 @@ int FTextureManager::GuesstimateNumTextures ()
}
}
numtex += CountBuildTiles ();
//numtex += CountBuildTiles (); // this cannot be done with a lot of overhead so just leave it out.
numtex += CountTexturesX ();
return numtex;
}

View file

@ -207,7 +207,6 @@ public:
TEX_Flat,
TEX_Sprite,
TEX_WallPatch,
TEX_Build,
TEX_SkinSprite,
TEX_Decal,
TEX_MiscPatch,
@ -524,9 +523,8 @@ private:
int CountLumpTextures (int lumpnum);
// Build tiles
void AddTiles (void *tiles);
int CountTiles (void *tiles);
int CountBuildTiles ();
void AddTiles (const FString &pathprefix, const void *, int translation);
//int CountBuildTiles ();
void InitBuildTiles ();
// Animation stuff
@ -568,11 +566,12 @@ private:
FTextureID DefaultTexture;
TArray<int> FirstTextureForFile;
TMap<int,int> PalettedVersions; // maps from normal -> paletted version
TArray<TArray<uint8_t> > BuildTileData;
TArray<FAnimDef *> mAnimations;
TArray<FSwitchDef *> mSwitchDefs;
TArray<FDoorAnimation> mAnimatedDoors;
TArray<uint8_t *> BuildTileFiles;
public:
short sintable[2048]; // for texture warping
enum

View file

@ -340,37 +340,6 @@ void ReadPalette(int lumpnum, uint8_t *buffer)
}
}
static bool FixBuildPalette (uint8_t *opal, int lump, bool blood)
{
if (Wads.LumpLength (lump) < 768)
{
return false;
}
FMemLump data = Wads.ReadLump (lump);
const uint8_t *ipal = (const uint8_t *)data.GetMem();
// Reverse the palette because BUILD used entry 255 as
// transparent, but we use 0 as transparent.
for (int c = 0; c < 768; c += 3)
{
if (!blood)
{
opal[c] = (ipal[765-c] << 2) | (ipal[765-c] >> 4);
opal[c+1] = (ipal[766-c] << 2) | (ipal[766-c] >> 4);
opal[c+2] = (ipal[767-c] << 2) | (ipal[767-c] >> 4);
}
else
{
opal[c] = ipal[765-c];
opal[c+1] = ipal[766-c];
opal[c+2] = ipal[767-c];
}
}
return true;
}
void InitPalette ()
{
uint8_t pal[768];

View file

@ -1255,6 +1255,19 @@ int FWadCollection::GetLumpFile (int lump) const
return LumpInfo[lump].wadnum;
}
//==========================================================================
//
// W_GetLumpFile
//
//==========================================================================
FResourceLump *FWadCollection::GetLumpRecord(int lump) const
{
if ((size_t)lump >= LumpInfo.Size())
return nullptr;
return LumpInfo[lump].lump;
}
//==========================================================================
//
// W_ReadLump

View file

@ -170,6 +170,7 @@ public:
int GetLumpFile (int lump) const; // [RH] Returns wadnum for a specified lump
int GetLumpNamespace (int lump) const; // [RH] Returns the namespace a lump belongs to
int GetLumpIndexNum (int lump) const; // Returns the RFF index number for this lump
FResourceLump *GetLumpRecord(int lump) const; // Returns the FResourceLump, in case the caller wants to have direct access to the lump cache.
bool CheckLumpName (int lump, const char *name) const; // [RH] Returns true if the names match
bool IsEncryptedFile(int lump) const;