- split buildtexture.cpp in two.

The texture itself is 'common', but the setup is not.
This commit is contained in:
Christoph Oelckers 2020-04-11 19:04:02 +02:00
parent 2ff93b4635
commit 5bde737be9
5 changed files with 326 additions and 279 deletions

View file

@ -1011,6 +1011,7 @@ set (PCH_SOURCES
gamedata/textures/texturemanager.cpp gamedata/textures/texturemanager.cpp
gamedata/textures/multipatchtexturebuilder.cpp gamedata/textures/multipatchtexturebuilder.cpp
gamedata/textures/skyboxtexture.cpp gamedata/textures/skyboxtexture.cpp
gamedata/textures/buildloader.cpp
gamedata/textures/formats/automaptexture.cpp gamedata/textures/formats/automaptexture.cpp
gamedata/textures/formats/brightmaptexture.cpp gamedata/textures/formats/brightmaptexture.cpp
gamedata/textures/formats/buildtexture.cpp gamedata/textures/formats/buildtexture.cpp

View file

@ -0,0 +1,299 @@
/*
** buildtexture.cpp
** Handling Build textures (now as a usable editing feature!)
**
**---------------------------------------------------------------------------
** Copyright 2004-2006 Randy Heit
** Copyright 2018 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 "filesystem.h"
#include "templates.h"
#include "cmdlib.h"
#include "colormatcher.h"
#include "bitmap.h"
#include "textures/textures.h"
#include "resourcefile.h"
#include "image.h"
#include "animations.h"
#include "texturemanager.h"
#include "r_translate.h"
#include "r_data/sprites.h"
//===========================================================================
//
// CountTiles
//
// Returns the number of tiles provided by an artfile
//
//===========================================================================
static int CountTiles (const void *tiles)
{
int version = LittleLong(*(uint32_t *)tiles);
if (version != 1)
{
return 0;
}
int tilestart = LittleLong(((uint32_t *)tiles)[2]);
int tileend = LittleLong(((uint32_t *)tiles)[3]);
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 (fileSystem.FileLength(lump) < 768)
{
return false;
}
FileData data = fileSystem.ReadFile(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(255, r, g, b);
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 GetTranslationIndex(GPalette.StoreTranslation(TRANSLATION_Standard, &opal));
}
//===========================================================================
//
// AddTiles
//
// Adds all the tiles in an artfile to the texture manager.
//
//===========================================================================
void AddTiles(const FString& pathprefix, const void* tiles, FRemapTable *remap)
{
// 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];
const uint8_t* tiledata = (const uint8_t*)&picanm[tileend - tilestart + 1];
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 xoffs = (int8_t)((anm >> 8) & 255) + width / 2;
int yoffs = (int8_t)((anm >> 16) & 255) + height / 2;
int size = width * height;
FTextureID texnum;
FTexture* tex;
if (width <= 0 || height <= 0) continue;
FStringf name("%sBTIL%04d", pathprefix.GetChars(), i);
tex = new FImageTexture(new FBuildTexture(pathprefix, i, tiledata, remap, width, height, xoffs, yoffs), name);
texnum = TexMan.AddTexture(tex);
tiledata += size;
tex->SetUseType(ETextureType::Override);
// reactivate only if the texture counter works here.
//StartScreen->Progress();
if ((picanm[pic] & 63) && (picanm[pic] & 192))
{
int type, speed;
switch (picanm[pic] & 192)
{
case 64: type = 2; break;
case 128: type = 0; break;
case 192: type = 1; break;
default: type = 0; break; // Won't happen, but GCC bugs me if I don't put this here.
}
speed = (anm >> 24) & 15;
speed = MAX(1, (1 << speed) * 1000 / 120); // Convert from 120 Hz to 1000 Hz.
TexAnim.AddSimpleAnim(texnum, picanm[pic] & 63, type, speed);
}
// Blood's rotation types:
// 0 - Single
// 1 - 5 Full
// 2 - 8 Full
// 3 - Bounce (looks no different from Single; seems to signal bouncy sprites)
// 4 - 5 Half (not used in game)
// 5 - 3 Flat (not used in game)
// 6 - Voxel
// 7 - Spin Voxel
int rotType = (anm >> 28) & 7;
if (rotType == 1)
{
spriteframe_t rot;
rot.Texture[0] =
rot.Texture[1] = texnum;
for (int j = 1; j < 4; ++j)
{
rot.Texture[j * 2].SetIndex(texnum.GetIndex() + j);
rot.Texture[j * 2 + 1].SetIndex(texnum.GetIndex() + j);
rot.Texture[16 - j * 2].SetIndex(texnum.GetIndex() + j);
rot.Texture[17 - j * 2].SetIndex(texnum.GetIndex() + j);
}
rot.Texture[8].SetIndex(texnum.GetIndex());
rot.Texture[9].SetIndex(texnum.GetIndex());
rot.Flip = 0x00FC;
rot.Voxel = NULL;
tex->SetRotations(SpriteFrames.Push(rot));
}
else if (rotType == 2)
{
spriteframe_t rot;
rot.Texture[0] =
rot.Texture[1] = texnum;
for (int j = 1; j < 8; ++j)
{
rot.Texture[16 - j * 2].SetIndex(texnum.GetIndex() + j);
rot.Texture[17 - j * 2].SetIndex(texnum.GetIndex() + j);
}
rot.Flip = 0;
rot.Voxel = NULL;
tex->SetRotations(SpriteFrames.Push(rot));
}
}
}
//===========================================================================
//
// R_CountBuildTiles
//
// Returns the number of tiles found. Also loads all the data for
// R_InitBuildTiles() to process later.
//
//===========================================================================
void InitBuildTiles()
{
int lumpnum;
int numtiles;
int totaltiles = 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 = fileSystem.GetNumEntries();
for (int i = 0; i < numlumps; i++)
{
const char* name = fileSystem.GetFileFullName(i);
if (fileSystem.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 && fileSystem.FileLength(i) >= 768) // must be a valid palette, i.e. at least 256 colors.
{
FString path = ExtractFilePath(name);
if (path.IsNotEmpty() && path.Back() != '/') path += '/';
int translation = BuildPaletteTranslation(i);
auto remap = GPalette.GetTranslation(TRANSLATION_Standard, translation);
for (int numartfiles = 0; numartfiles < 1000; numartfiles++)
{
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 = fileSystem.CheckNumForFullName(artpath, fileSystem.GetFileContainer(i));
if (lumpnum < 0)
{
break;
}
auto& artdata = TexMan.GetNewBuildTileData();
artdata.Resize(fileSystem.FileLength(lumpnum));
fileSystem.ReadFile(lumpnum, &artdata[0]);
if ((numtiles = CountTiles(&artdata[0])) > 0)
{
AddTiles(path, &artdata[0], remap);
totaltiles += numtiles;
}
}
}
}
}

View file

@ -35,36 +35,9 @@
*/ */
#include "files.h" #include "files.h"
#include "filesystem.h"
#include "templates.h"
#include "cmdlib.h"
#include "colormatcher.h"
#include "bitmap.h" #include "bitmap.h"
#include "textures/textures.h"
#include "resourcefile.h"
#include "image.h" #include "image.h"
#include "animations.h" #include "palettecontainer.h"
#include "texturemanager.h"
#include "r_translate.h"
//==========================================================================
//
// A texture defined in a Build TILESxxx.ART file
//
//==========================================================================
class FBuildTexture : public FImageSource
{
public:
FBuildTexture (const FString &pathprefix, int tilenum, const uint8_t *pixels, int translation, int width, int height, int left, int top);
TArray<uint8_t> CreatePalettedPixels(int conversion) override;
int CopyPixels(FBitmap *bmp, int conversion) override;
protected:
const uint8_t *RawPixels;
int Translation;
};
//========================================================================== //==========================================================================
@ -73,7 +46,7 @@ protected:
// //
//========================================================================== //==========================================================================
FBuildTexture::FBuildTexture(const FString &pathprefix, int tilenum, const uint8_t *pixels, int translation, int width, int height, int left, int top) FBuildTexture::FBuildTexture(const FString &pathprefix, int tilenum, const uint8_t *pixels, FRemapTable *translation, int width, int height, int left, int top)
: RawPixels (pixels), Translation(translation) : RawPixels (pixels), Translation(translation)
{ {
Width = width; Width = width;
@ -85,7 +58,7 @@ FBuildTexture::FBuildTexture(const FString &pathprefix, int tilenum, const uint8
TArray<uint8_t> FBuildTexture::CreatePalettedPixels(int conversion) TArray<uint8_t> FBuildTexture::CreatePalettedPixels(int conversion)
{ {
TArray<uint8_t> Pixels(Width * Height, true); TArray<uint8_t> Pixels(Width * Height, true);
FRemapTable *Remap = GPalette.GetTranslation(TRANSLATION_Standard, Translation); FRemapTable *Remap = Translation;
for (int i = 0; i < Width*Height; i++) for (int i = 0; i < Width*Height; i++)
{ {
auto c = RawPixels[i]; auto c = RawPixels[i];
@ -96,257 +69,9 @@ TArray<uint8_t> FBuildTexture::CreatePalettedPixels(int conversion)
int FBuildTexture::CopyPixels(FBitmap *bmp, int conversion) int FBuildTexture::CopyPixels(FBitmap *bmp, int conversion)
{ {
PalEntry *Remap = GPalette.GetTranslation(TRANSLATION_Standard, Translation)->Palette; PalEntry *Remap = Translation->Palette;
bmp->CopyPixelData(0, 0, RawPixels, Width, Height, Height, 1, 0, Remap); bmp->CopyPixelData(0, 0, RawPixels, Width, Height, Height, 1, 0, Remap);
return -1; return -1;
} }
//===========================================================================
//
// CountTiles
//
// Returns the number of tiles provided by an artfile
//
//===========================================================================
static int CountTiles (const void *tiles)
{
int version = LittleLong(*(uint32_t *)tiles);
if (version != 1)
{
return 0;
}
int tilestart = LittleLong(((uint32_t *)tiles)[2]);
int tileend = LittleLong(((uint32_t *)tiles)[3]);
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 (fileSystem.FileLength(lump) < 768)
{
return false;
}
FileData data = fileSystem.ReadFile(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(255, r, g, b);
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 GetTranslationIndex(GPalette.StoreTranslation(TRANSLATION_Standard, &opal));
}
#include "r_data/sprites.h"
//===========================================================================
//
// AddTiles
//
// Adds all the tiles in an artfile to the texture manager.
//
//===========================================================================
void 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];
const uint8_t* tiledata = (const uint8_t*)&picanm[tileend - tilestart + 1];
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 xoffs = (int8_t)((anm >> 8) & 255) + width / 2;
int yoffs = (int8_t)((anm >> 16) & 255) + height / 2;
int size = width * height;
FTextureID texnum;
FTexture* tex;
if (width <= 0 || height <= 0) continue;
FStringf name("%sBTIL%04d", pathprefix.GetChars(), i);
tex = new FImageTexture(new FBuildTexture(pathprefix, i, tiledata, translation, width, height, xoffs, yoffs), name);
texnum = TexMan.AddTexture(tex);
tiledata += size;
tex->SetUseType(ETextureType::Override);
// reactivate only if the texture counter works here.
//StartScreen->Progress();
if ((picanm[pic] & 63) && (picanm[pic] & 192))
{
int type, speed;
switch (picanm[pic] & 192)
{
case 64: type = 2; break;
case 128: type = 0; break;
case 192: type = 1; break;
default: type = 0; break; // Won't happen, but GCC bugs me if I don't put this here.
}
speed = (anm >> 24) & 15;
speed = MAX(1, (1 << speed) * 1000 / 120); // Convert from 120 Hz to 1000 Hz.
TexAnim.AddSimpleAnim(texnum, picanm[pic] & 63, type, speed);
}
// Blood's rotation types:
// 0 - Single
// 1 - 5 Full
// 2 - 8 Full
// 3 - Bounce (looks no different from Single; seems to signal bouncy sprites)
// 4 - 5 Half (not used in game)
// 5 - 3 Flat (not used in game)
// 6 - Voxel
// 7 - Spin Voxel
int rotType = (anm >> 28) & 7;
if (rotType == 1)
{
spriteframe_t rot;
rot.Texture[0] =
rot.Texture[1] = texnum;
for (int j = 1; j < 4; ++j)
{
rot.Texture[j * 2].SetIndex(texnum.GetIndex() + j);
rot.Texture[j * 2 + 1].SetIndex(texnum.GetIndex() + j);
rot.Texture[16 - j * 2].SetIndex(texnum.GetIndex() + j);
rot.Texture[17 - j * 2].SetIndex(texnum.GetIndex() + j);
}
rot.Texture[8].SetIndex(texnum.GetIndex());
rot.Texture[9].SetIndex(texnum.GetIndex());
rot.Flip = 0x00FC;
rot.Voxel = NULL;
tex->SetRotations(SpriteFrames.Push(rot));
}
else if (rotType == 2)
{
spriteframe_t rot;
rot.Texture[0] =
rot.Texture[1] = texnum;
for (int j = 1; j < 8; ++j)
{
rot.Texture[16 - j * 2].SetIndex(texnum.GetIndex() + j);
rot.Texture[17 - j * 2].SetIndex(texnum.GetIndex() + j);
}
rot.Flip = 0;
rot.Voxel = NULL;
tex->SetRotations(SpriteFrames.Push(rot));
}
}
}
//===========================================================================
//
// R_CountBuildTiles
//
// Returns the number of tiles found. Also loads all the data for
// R_InitBuildTiles() to process later.
//
//===========================================================================
void InitBuildTiles()
{
int lumpnum;
int numtiles;
int totaltiles = 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 = fileSystem.GetNumEntries();
for (int i = 0; i < numlumps; i++)
{
const char* name = fileSystem.GetFileFullName(i);
if (fileSystem.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 && fileSystem.FileLength(i) >= 768) // must be a valid palette, i.e. at least 256 colors.
{
FString path = ExtractFilePath(name);
if (path.IsNotEmpty() && path.Back() != '/') path += '/';
int translation = BuildPaletteTranslation(i);
for (int numartfiles = 0; numartfiles < 1000; numartfiles++)
{
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 = fileSystem.CheckNumForFullName(artpath, fileSystem.GetFileContainer(i));
if (lumpnum < 0)
{
break;
}
auto& artdata = TexMan.GetNewBuildTileData();
artdata.Resize(fileSystem.FileLength(lumpnum));
fileSystem.ReadFile(lumpnum, &artdata[0]);
if ((numtiles = CountTiles(&artdata[0])) > 0)
{
AddTiles(path, &artdata[0], translation);
totaltiles += numtiles;
}
}
}
}
}

View file

@ -146,6 +146,27 @@ public:
static void RegisterForPrecache(FImageSource *img, bool requiretruecolor); static void RegisterForPrecache(FImageSource *img, bool requiretruecolor);
}; };
//==========================================================================
//
// A texture defined in a Build TILESxxx.ART file
//
//==========================================================================
struct FRemapTable;
class FBuildTexture : public FImageSource
{
public:
FBuildTexture(const FString& pathprefix, int tilenum, const uint8_t* pixels, FRemapTable* translation, int width, int height, int left, int top);
TArray<uint8_t> CreatePalettedPixels(int conversion) override;
int CopyPixels(FBitmap* bmp, int conversion) override;
protected:
const uint8_t* RawPixels;
FRemapTable* Translation;
};
class FTexture; class FTexture;
FTexture* CreateImageTexture(FImageSource* img, const char *name = nullptr) noexcept; FTexture* CreateImageTexture(FImageSource* img, const char *name = nullptr) noexcept;

View file

@ -500,6 +500,7 @@ public:
} }
}; };
class FImageTexture : public FTexture class FImageTexture : public FTexture
{ {
FImageSource* mImage; FImageSource* mImage;